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Come with me,
Where mountains have ears
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The flower you see
Knows what you seek


Spells

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.