New
Spells (from the Greyvale
website)
Atune Faerie Circle
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 5 minute
Range: Touch
Target: 1 faerie circle
Duration: 4 minutes
Casting this spell on an awakened faerie circle allows the user to
“realign” the faerie circle to transport those stepping within the
circle to any other faerie circle on the same world, known to the
caster. While casting the spell, the wizard must visualize the other
faerie circle’s location.
Once the spell has been cast, the caster and one other creature per
two caster levels may step through the circle before the spell expires.
Otherwise the realignment of the faerie circle lasts for four minutes or
until the effects of the awakening have worn off.
Material Component: A circlet of greenery and flowers worn by the
caster and a rock, pinch of soil, or other organic material from the
location of the second faerie circle.
Awaken Faerie Circle
Transmutation [Teleportation]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 faerie circle
Duration: 10 minutes or until expended
The caster activates a dormant faerie circle, awakening its latent
teleportation magic and allowing 1 creature per caster level to step
through the faerie circle and emerge in the connecting faerie circle.
Faerie circles make up circular gates, one faerie circle leads to
another, which leads to yet another, and so on until the circuit is
completed and those traversing the faerie circles have been returned to
their starting point. This is often used during faerie revels to move
the celebration from one location to another and to allow others to join
in at each stop. These circular gates can normally only be traversed in
one direction, though someone with the proper magic available, such as
atune faerie circle, can reverse the normal direction of a faerie circle
or use the circle to travel to any other faerie circles that they know.
Once a faerie circle’s opposite end point is known, it can serve as a
useful means of rapid transportation from one place to another.
Material Component: A cup of elderberry wine sprinkled inside the
faerie circle.
Beyond the Veil
Transmutation
Level: Sor/Wiz 4
Components: S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 2 rounds/level (D)
Saving Throw: None
Spell Resistance: No
Through the use of this spell, the caster’s body and personal gear shift
partially into the faerie realm. The caster becomes a faint, shadowy
image of himself and is able to pass through most barriers and through
any size opening. In this form, he moves as he did before, and may
remain upright if he wishes. However, speech is not possible, so any
spells he casts cannot include a verbal component. In this form, the
caster receives a bonus of +20 to any Hide skill checks if there is
sufficient natural cover available. Also, the caster gains damage
reduction 10/+1 while in this form, and he gains a +4 Dodge bonus to AC.
However, while beyond the veil, the caster cannot interact with
anything in a physical manner. He may not lift objects, open doors,
carry his comrades to safety or perform any such action. Finally, while
beyond the veil, the caster can be injured by cold wrought iron and
silver, sustaining maximum damage from these weapons. Additionally, the
landscape is oddly transformed to the perception of the caster. Colors
become more intense, but everything becomes rather indistinct and fuzzy.
Objects lack sharp definition, and it is impossible to read the written
word.
Blade Turn
Abjuration
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 action
Range: Personal
Target: You
Area: 20 ft. radius
Duration: 1 minute/level
This spell provides damage reduction to the caster against melee attacks
from bladed weapons of 15/silver, cold-iron or adamantine. While all
steel
bladed weapons (and bronze weapons) are affected by this protection,
blades of cold-wrought iron and silvered weapons are not and pass right
through
the spells protective barrier. This weakness also extends to adamantine
steel, which is an alloy of adamantite and electrum - electrum being an
alloy of gold and silver, and all magical weapons.
Focus: Two pieces of lodestone or other ferromagnetic metals.
Reflected Image
Illusion [Figment]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 minute
Range: 20 feet
Target: One mirror or pool (up to 20 ft. square)
Duration: 1 day/level (D)
With this spell the caster can cause any visual image in her mind to
form on a single suitable reflecting surface. Mirrors are the obvious
choice, but a calm, still pool or lake can be used as well. The image is
static once formed, and lingers for one day per level of caster before
disappearing-breaking the mirror or disturbing the water ends the spell
immediately.
For example, the caster could disguise a mirror by creating an image
that matches the wall, or hide a small pool by making it appear to be a
continuation of the ground or floor.
Material Component: A drop of oil, spread on the surface to be used.
Vision Crystal
Enchantment, Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Area of Effect: One object
Duration: 10 minutes + 1 minute/level
The vision crystal spell turns a natural crystal into a scrying device
with the power of clairaudience, as per the spell (core rulebook I, page
184). The spell functions on any suitable crystal with a minimum of
preparation. Vision crystal lasts a full ten minutes plus one minute per
caster level after the spells completion. The caster can cast comprehend
languages, read magic, tongues, and darkvision through the vision
crystal, and has a 5% chance per level of successfully casting detect
magic, detect chaos, detect evil, detect good, detect law, and message
through the crystal if the spells are memorized or available on scrolls
when the crystal is activated. No other spells can be cast through the
crystal.
Focus: A natural crystal at least six inches long.