Magic For All Ages And Levels

SPELLCASTING AND SERVICES

Spell: In general, you must travel to a large town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a small city for 2nd-level spells, a large city for 3rd- or 4th-level spells, and a metropolis city for 5th- or 6th-level spells. Foundation spells are truly hard to find and only a handful of casters sell those services in the world.

Spellcasting and Services Service Cost
Foundation Spell Caster Level x90 gp1

1 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.

Divinity & the Arcane

One would think in the presence of elves and dragons, magic would follow commonplace. This is not the case. For many, magic remains legendary, gifted to a unique few in the past or countries away. Many wander to life's end never encountering one gifted in the power. Magic truly blesses only a scarce handful. For most, it's a path reserved for the longlived, magic needing time to ferment. Despite its rarity, man still learned to harness the power from the gate, possessing an aptitude many other creatures envied. In all of Canam, casters from the three paths (cleric, druid, and mage) number less than 1000, with the majority still being elves. Of those, the bulk sit in positions of power in kingdoms. Human casters are even fewer. Several centuries after the gate's return, stories of these few arcane masters like Keris Rifts, Torfin Gendron, and Piotre Raczik passed from father's lips to drowsy child's ears, offering hope for future generations of human spellcasters.

The majority of magic stems from the white gate of Attricana, a pure source many prefer to tap into. However, the dark gate offers it own power and tempts users with such promises as eternal life and immense strength. To harness this ability, one must swear their very soul to it. Once one chooses this path, he may never return.

THE SOURCE OF MAGIC

The most aggressive and flamboyant spells are reserved for those channeled through the draconic language. They allow individuals not bound to a faith or dedicated to nature to direct massive power normally reserved for gods. These draconic words, sometimes no more than a solitary symbol spoken as a single syllable, do not create said power, but call upon the might of magic from the gate. These words are absolute in their capacity to control the spell in a very specific way. The same word that creates a ball of fire in a mage's hand will never create any other effect unless it is misspoken (misspeaking usually creates nothing but dejection or doom for the caster). These words tie to very specific spells from Attricana and never change in the face of the chaotic power of the gate.

History, though vague, still tells of the dragons being taught this language by their oldest and greatest, Amethyst. Every spell, from the benign to the destructive, is culled from Attricana. This changed with the arrival of Mengus.

Though Mengus arrived much later, his entrance, heralded by the emergence of Ixindar, brought a variation of the draconic language. It had no name known by historians and was and would always be known as Corrupt Draconic, or Atar Draco Sigilia. The languages look nearly the same except the words of Atar Draco channel their power from Ixindar instead of Attricana.

Although many observing the spell cannot tell the difference, there is a audible distinction in the sound of corrupt draconic and in the spectacle of the spell cast (if there is such a display). Nearly every spell known has a mirror effect from the opposite gate except for spells classified as absolute evil or absolute good. Since Attricana came first and draconicbased spells predate those of corrupt draconic by millions of years, all corrupt draconic spells are actually re-writes from draconic spells. Ixindar is not a force of creation and can only corrupt that which is already around it.

Alas, there are few spells unique to Attricana but there are many unique to Ixindar. Spellcasters of any type can only be bound to one of these gates and all their spells stem from that source. Regardless if a cleric or mage, once the caster has chosen his path, he must take the costs of that choice upon his soul. Druids claim their power from the Earth, so are not bound by any of these rules.

HOLY SPELLS / UNIQUE ATTRICANA

Attricana spells are those blessed enchantments unique to the white gate. Very few are tied to draconic and most are only available through the clerical path-one where a follower's absolute devotion to the invisible brings about the powerful. These spells have incorrectly been labeled holy, as many of them do not actually endorse good. One can be an evil caster still bound to Attricana. He just can't cast Ixindar unique spells.

Unique Attricana spells include all spells with a Good descriptor. Since clerics bound to Ixindar are evil, they cannot cast these spells under any circumstances. A mage bound to Ixindar can cast spells from Attricana with no risk (though still following alignment restrictions), though most insist all the spells they cast be from the realm they have devoted their soul to. It is not uncommon for a mage bound to Ixindar to have both forms of draconic on his totem. Unlike corrupt spells, an evil caster casting Attricana spells has no side effect.

NECROMANCY / UNIQUE IXINDAR

Disparate from Attricana, Ixindar has many exclusive spells with a corrupt descriptor. These spells were not created spontaneously from Ixindar but were created by either Mengus or several of his followers. These are vile spells with few redeeming qualities.

Spells unique to Ixindar, available only to clerics bound to the black gate or to mages using corrupt draconic, do have the unfortunate side effect of corrupting the caster, rendering it near impossible for a virtuous magic user to call upon the black gate without incurring its pollution.

These spells are often labeled as Necromancy and though many full under that class, not all are. All necromancers, those with a devotion to the control of death magic, must study corrupt draconic to gain those spells but not all those that employ corrupt draconic are necromancers. Some only study the dark words to become evil spellcasters. Others take the path in order to become nihilimancers.

Animate Dead
Bestow Curse
Blasphemy
Blight
Blindness/Deafness
Cause fear
Chill Touch
Circle of Death
Command Undead
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Moderate Wounds, Mass
Inflict Light Wounds, Mass
Inflict Serious Wounds
Insanity
Magic Jar
Nightmare
Poison
Contagion
Control Undead
Create (greater) Undead
Curse Water
Desecrate
Doom
Energy Drain
Enervation
Eyebite
False Life
Fear
Finger of Death
Ghoul Touch
Halt Undead
Harm
Inflict Critical Wounds
Inflict Light Wounds
Infusion
Ray of Enfeeblement
Ray of Exhaustion
Resurrection
Scare
Slay Living
Speak with Dead
Spectral Hand
Symbol of Death
Symbol of Insanity
Symbol of Pain
Symbol of Weakness
Touch of Fatigue
Unhallow
Unholy Blight
Vampiric Touch
Wail of the Banshee
Waves of Fatigue

POLARITY CHANGE

Because of Ixindar's power of influence, there can never be a good spellcaster bound to Ixindar casting corrupt spells. Eventually, the corruption seeps into the soul, distorting its view, and rendering the caster wicked. With evil clerics, they can be bound to either Attricana or Ixindar and still be evil but can only use corrupt spells if bound to the black gate. When Ixindar clerics cast spells, there is a definite indication of its source. All clerics spells cast from Ixindar, regardless of the spell, all carry the (Evil) descriptor. The same goes for nihilimancers as well, as all the spells on their neverborn must be of corrupt draconic. Because of that, the nihilimancer cannot cast any unique Attricana spells. However, it is assumed all other spells are etched in atar draco, making them all classed as evil.

All other evil mages, necromancers or not, cast their spells dependant on the words upon their totem, meaning they only carry the (Evil) descriptor if the spell is written in corrupt draconic.

Unique Ixindar spells will carry the simple "Negative" title, indicating the spell gains its power from the black gate of Ixindar and only from this source. This information offers nothing to the spell's effects but does impact on the setting and the character casting it. Characters with "Good" or "Neutral" alignments cannot cast negative spells at all or risk corruption. Every time a good character casts a negative spell, there is a chance his alignment will drop one level (to Neutral if Good, Evil if Neutral). Only a DC 15 +1 per spell level Will Save can prevent this (Foundation Spells are a +10 modifier). Every additional negative spell cast later adds an additional +1 to the DC. This is cumulative and the DC never drops, even if years pass between castings. This is not a conscious effort by the caster to turn corrupt but a compulsion by influences overwhelming. When an alignment changes, the character's personality will alter and may lose favor in his faith. A good character that turns neutral may still be corrupted by evil if the casting of negative spells continues. This makes Neutral or Good Necromancers or Nihilimancers an impossibility. Characters turning evil "flip" the polarities of their soul to Ixindar from Attricana. The atonement spell remains the only "easy" way to flip back to Attricana.

Attricana is no guarantee for good and every creature born of magic, save for demons and pagus, are tied to it. On the flipside, the majority of those souls born or bound to Ixindar are evil. Those that are corrupted nearly always remain that way. Those born to the darkness have been known to move away from that skewed path. Since Attricana does not corrupt, casting good spells is not the path to flip a soul from Ixindar to Attricana. If one wishes to convert to the light, they may either appeal to one with the Atonement spell or seek other paths. Unfortunately, those paths are neither easy nor quick.

POLARITY AND DISRUPTION

Spells cast from Attricana, either from a good or evil spellcaster (which are spells cast from a good divine caster or any arcane caster using draconic) follow standard disruption rules listed earlier. Since casting spells makes the caster an echan, he also generates an EDF dependant on his race and class level.

Spells cast from Ixindar (which are spells cast from an evil divine caster or from an arcane caster using corrupt draconic) do NOT generate EDF. They follow Ixindar rules, which do not disrupt technology. They also are not suppressed in an Antimagic field. An evil caster casting Draconic spells still creates EDF with his spell. A divine or arcane caster who has flipped his polarity to negative (intentionally or as a result of corruption) no longer generates EDF. Unless he specifically has Ixindar forged magical items, these items may still generate EDF themselves.

Technically, with the exception of the few nihilimancers roaming the Earth, the only creatures with negative souls are pagus, demons, typhox dragons, grotesqueries, ciphers, and all undead.

ARCANE SPELLS

PREPARING MAGE SPELLS (Altered)

Rest:

To prepare his daily spells, a mage must first meditate with his totem for 1 hour. The mage must refrain from movement, combat, spellcasting, skill use, conversation, or any other demanding physical or mental task during the meditation. If his mediation is interrupted, the mage must restart. He must have at least 4 hours of uninterrupted rest before meditation. If the character does not need to sleep for some reason, he still must have 4 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions:

If a mage cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment:

To prepare any spell, a mage must have enough peace, quiet, and comfort to allow for proper concentration. The mage's surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Mages also must have access to their totems to study from and sufficient light to read them by. There is one major exception: a mage can prepare a read magic spell even without a totem.

Spell Preparation Time:

After resting, a mage must study his totem to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation:

Until he prepares spells from his totem, the only spells a mage has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a mage already has spells prepared (from the previous day) that he has not cast, he can abandon some or all of them to make room for new spells.

When preparing spells for the day, a mage can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time, and circumstances permitting. During these extra sessions of preparation, the mage can fill these unused spell slots. He cannot abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the mage prepares more than one-quarter of his spells.

Spell Slots:

The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower level.

Prepared Spell Retention:

Once a mage prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention:

If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead) can recover the lost energy when it recovers the character.

Spontaneous Casting:

A mage can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell of second level or higher in order to cast any 1st level spell he knows.

ARCANE MAGICAL WRITINGS

To record an arcane spell in written form (draconic), a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what his native language or culture. Each character uses the system in his own way. Another person's magical writing remains incomprehensible to even the most powerful mage until he takes time to study and decipher it.

To decipher an arcane magical writing a character must make a Spellcraft check (DC 20 + the spell's level). A read magic spell automatically deciphers a magical writing without a skill check. However, to properly add the spell to the totem still requires the time demanded by the class. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Once a character deciphers a particular magical writing, he does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, he can attempt to use the scroll.

FOUNDATION SPELLS

Foundation spells are truly powerful spells allegedly passed down from the dragons. These are spells only found on anchors scattered about the world. Because of their rarity, few casters of substantial power possess more than one or two. Only a few rare individuals know of them all. They do not share this knowledge openly with anyone. Some are buried for being too dangerous while others are guarded so obsessively that few have been able to successfully acquire them. Those who do are sworn to keep them secret. To own and cast a spell requires one to take the Foundation Spell feat. Then they must find the anchor in question. Anchors are considered artifacts, are thus extremely rare, and virtually impossible to destroy. Most anchors are one of a kind pieces. Casters can transfer a spell from an anchor without destroying it. However, unlike normal arcane spells, others cannot copy the spell from the totem. There are certain inscriptions from anchor that are implanted into memory upon study. The draconic word placed on the totem is incomplete. The caster can offer this hidden inscription to another, at a personal cost of 1000 xp.

The feat must then be chosen for that spell. He can now cast that foundation spell once a day. If the caster tries to spontaneously cast from an anchor without taking the feat and the time to study (in case of extreme emergency), the spell drains 500 XP from the caster. This occurs every time the spell is cast without taking the feat. If the spell demands additional XP for casting, this cost is added.

A spellcaster cannot simply choose a foundation spell when selecting the feat. The DM may allow exceptions for character generation at high-level. However, they should not possess more than one in this case. Choosing the feat allows the foundation spell to be cast once a day. Taking the feat again either allows a second casting per day or allows a second foundation spell to be added.

Foundation spells do not count for total spell allotment. A caster may not swap out a foundation spell for any other spell, foundation or not. The caster must rest and prepare their foundation spell every day, like all other casters. Only mages may take these feats.

A character can also not choose the same foundation spell feat for a single spell more than three times. Certain foundation spells have higher demands than others. The caster must meet these demands in additional to all the ones listed above. A caster also cannot apply any metamagic feats to foundation spells. All other rules that apply to spells apply to foundation spells. Foundation spells all count as Level 8 spells for the purposes of determining save DCs.

SPELLS

Note:

In truth, spells in Amethyst will not have names attached to them. In this game, these names don't exist. In addition, spells not listed here do not exist in Amethyst. Notable removals include most resurrection spells, all summon monster spells, and all teleportation spells. In this game however, the Amethyst rules have been suspended to allow Pathfinder spells, summons and teleportation’s to be used.

ARCANE FOUNDATION SPELLS

Abjuration

Antimagic Field: Negates all magic within a field.
Mind Blank: Subject is immune to mental / emotional magic and scrying.
Banishment: Sends a creature to Ixindar or Attricana.
Protection from Spells: Confers +8 resistance bonus.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conjuration

Incendiary Cloud: Cloud deals 4d6 fire damage/round.

Divination

Foresight: “Sixth sense” warns of impending danger.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Enchantment

Antipathy: Object or location affected by spell repels certain creatures.
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Symbol of Stunning: Triggered rune stuns nearby creatures.

Evocation

Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Earthquake: Intense tremor shakes 5ft./level radius.
Grasping Hand: Hand provides cover, pushes, or grapples.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Sword: Floating magic blade strikes opponents.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Power Word Kill: Kills one creature with 100 hp or less.

Illusion

Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Screen: Illusion hides area from vision, scrying.

Necromancy (Negative)

Control Undead: Undead don’t attack you while under your command.
Create Greater Undead: Create shadows, wraiths, specters, or devourers.
Energy Drain: Subject gains 2d4 negative levels.
Finger of Death: Kills one subject.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Wail of the Banshee: Kills one creature/level.

Transmutation

Control Weather: Changes weather in local area.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Temporal Stasis: Puts subject into suspended animation.
Time Stop: You act freely for 1d4+1 rounds.

SPELLS (Altered)

COMPONENTS

As stated, spellcasting has been altered to make each caster unique, even when casting the same spell. The DM’s discretion is required. Here follows a summary:

Mage spells:

Mage spells all require vocal components. Only spells requiring materials with a monetary value actually require those components unless the spell requires casting on said components (like Fire Seeds). No mage spells require somatic components unless it is vital to the spell. Mage spells also do not require a focus unless a monetary value is attached to said focus.

Cleric spells:

All cleric spells require somatic components. Only spells requiring materials with a monetary value actually require those components unless the spell requires a casting on said components. A few cleric spells require vocal components but almost all only require their deity to hear, meaning preventing the cleric from speaking does nothing to the failure of the spell. A few clerics will still speak the words aloud but this is their choice to make. Most clerics casting in their place of worship will speak the words for all to hear. Only unless it is vital to the spell (ie: Atonement), can making a cleric silent prevent casting. Cleric spells also do not require a focus or divine focus unless a monetary value is attached to said focus. This does not include using their deity’s focus if there is one attached to their religion.

Druid spells:

All druid spells require material components. Spells that don’t list components require usually just a handful of dust or dirt, common in every adventure. Druid spells do not require somatic or vocal components unless it is vital to the spell (like grabbing or using the components). Most animal and plant communication is done telepathically.

Note: Foundation Spells that state a material, somatic, or vocal component absolutely require those components.

PRESENTATION

Because of the subtlety of most totems and the fact that clerics need not even have a symbol of faith to cast, most casters in the world pass by unnoticed. Because of the instinctual habit to fear what one doesn’t understand, lone channelers of magic often times keep isolated, less more fearful observers band to a mob and consider a lynch. Thankfully, most spells pass by unannounced. Unless a spell specifically creates a visual spectacle (dancing lights, fireball), it is virtually invisible. For mages, sometimes only their spoken words in an inhuman tongue reveal their purpose. For clerics, just a simple wave of the hand is the only clue. For a druid, sprinkling dirt lightly from a concealed fist may be all one sees. The spectacle remains the obsession for young casters attempting grandstanding and faking supremacy. Of course, when going on the assault, the magic user breaks out the big spells and many of those look as flamboyant as their name suggests, rising fire from the earth and raining stones from the heavens. Sometimes the path has its perks. The most flamboyant spells of extreme power are reserved for those reaching almost godlike status and those casters are extremely few. For mages, the number of humans of significant power can be counted on one hand. With nonhumans, there are a few more, maybe two hands. The greatest ratio of powerful magic users falls to the dragons, the original masters.

ANTIMAGIC FIELD
Abjuration
Level: Foundation Spell
Components: V
Casting Time: 1 standard action
Range: 10 ft./level
Area: 5-ft.-radius/level, centered on location, object, or
person
Duration: 10 min./level (D)
Saving Throw: See Below
Spell Resistance: None
You create a magical dead zone on a location, object, or person (including self). If on a person or object, the field moves if the object or person moves. This creates a bubble of normality which suppresses all magic within it and can even harm magical creatures caught inside. It is a surprisingly powerful and controversial spell with an effect bastions are hoping to replicate using technology.

This invisible barrier forces out all enchantment. The space within this field is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

Summoned/created creatures of any type and incorporeal undead wink out if they enter an antimagic field or have it cast on them. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature.

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). Golems cannot work within this field. They are not destroyed but cannot function and fall over. They regain power when released.

All other magical creatures that enter the field (including the caster, being echan) are wracked by pain as the altered rules of magic keeping them alive are removed. Some creatures die outright while others are severely weakened with an overpowering desire to escape the field.

Magical creatures (meaning ALL echan creations from Attricana) suffer 1d4 negative levels, equivalent of an energy drain attack. This means for each negative level, the subject suffers -1 on all skill checks and ability checks, -1 on attack rolls and saving throws, -5 hit points, -1 effective level, and 1 lost available spell cast at the highest level (if a caster).

They also suffer the same die roll result in D6 points of additional damage. Creatures that drop below their hit dice or level that are not killed by the damage are reduced to -1 hit points regardless. This effect is not an actual energy drain, but energy suppression. The effect lasts as long as the subject remains in the field, suffering an additional 1d6 points of damage every additional round after the first one and for 1d4 rounds after leaving the field. After the duration expires, the energy drain effects are reversed but the physical damage remains. There is no saving throw to this effect. Restoration does not nullify this effect as it is not an actual energy drain.

Magical creatures within the field also must make a Fort save or be stunned for the duration as well.

Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other.

Ciphers, pagus, demons, typhox dragons, grotesqueries, physical undead, and dark magical items are unaffected by antimagic fields as the field suppresses Attricana magic, not Ixindar. The field does not harm techan humans. Non magical creatures without magical special abilities (supernatural, spell casting, or spell-Like) including echan humans, animals, or vermin are also unaffected. It should be noted any magical items these creatures are carrying created from Attricana will still be suppressed.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Location: Antimagic, though suppressing Attricana’s influence, was still created by a caster bound to that realm. It is not a negative spell. Forces from Ixindar are desperate to retrieve these anchors, which resemble silver spheres 5 feet in diameter with three parallel ridges that orbit around the equator. The only absolutely confirmed location of one is in Nuqa Koppa. Rumors claim the rest are all buried in dungeons across the world. One is most likely in the Myre vault with another in Kirjath-Sepher. Bastions are also hot to acquire one to study. There is no known spell that generates an antimagic field that suppresses Ixindar magic. If so, it would actually be a negative spell. As such, no demon has ever thought to making it.

ANTIPATHY
Enchantment (Compulsion) [Mind-Affecting]
Level: Foundation Spell
Components: S
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Arcane Material Component: A lump of alum soaked in vinegar.

Location: More common than other arcane spells, Antipathy can be found in scattered places. These are mostly found in books.

ATONEMENT
Abjuration
Level: Clr 5, Drd 5
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

This spell remains identical to its entry in the PHB. However, it not only removes the burden of evil acts or misdeeds from the subject, it may also flip the polarity of one’s soul from Ixindar to Attricana. This spell may be forced on an unwilling subject, but then they gain a Will saving throw to negate. This is not the same as Reverse Magical Alignment Change. Alignment change via polarity flip costs more for redemption. Having a soul bound to the Negative gate carries far more dire repercussions than the player assumes (only the DM understands the full nature of this situation). Recovering a soul from Ixindar also costs more, demanding 500 xp from the caster per attempt, failure or not.

BANISHMENT
Abjuration
Level: Foundation Spell
Components: — (F optional)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A banishment spell forces the target magical creature (any echan) to the gate of your choosing (Ixindar or Attricana). The target can have no more than 2 Hit Dice per caster level for the banishment to succeed. You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

If successful, the creature vanishes from physical reality and is sent into the gate of your choosing. It remains trapped for 3d6 months +1 month for each caster level. If the gate’s polarity is adverse to the banished creature, the gate’s effects may alter it. Every 6 months contained, the creature must make a Will save at DC15 or alter its alignment towards its opposite by one level (If Ixindar—good to neutral, neutral to evil). Every six months contained repeats the Will save at DC+2. This is cumulative every six months. After the time is expired, the creature returns to the exact spot it was banished from.

Certain creatures are immune to alignment change. Undead with no Intelligence score are destroyed. All ciphers and death dragons are immune to Attricana’s influence.

Arcane Focus: Any item that is distasteful to the subject (optional, see above).

Location: One of the rarest of all arcane spells, banishment’s existence is only known from vague historical records, cast from the hands of powerful creatures (mostly dragons). There is no known anchor but it is assumed one exists. If so, only the most powerful dragons would know where it sits.

CLENCHED FIST
Evocation [Force]
Level: Foundation Spell
Components: —
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence or Wisdom (for a Mage or Cleric respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check. Clerics who cast this spell name it for their deities.

Location: Like all hand spells, Clenched Fist was forged by the Narros spellcaster, Galla Sagard at the Finer Fire Pits and all are located on one Anchor, the Sacristan Stone, in Sagard’s open library.

COMPREHEND LANGUAGES
Draconic is totally immune to this spell.

CONTROL WEATHER
Transmutation
Level: Foundation Spell
Components: —
Casting Time: 1 minute; see text
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text.
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: No
You change the weather in the local area. It takes 1 minute to cast the spell and an additional 1-minute for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

Season Possible Weather

Spring Tornado, thunderstorm, sleet storm, or hot weather

Summer Torrential rain, heat wave, or hailstorm

Autumn Hot or cold weather, fog, or sleet

Winter Frigid cold, blizzard, or thaw

Late winter Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 1 minute later (changing somewhat abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 1 minute later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a 3-mile radius.

Location: An anchor of the spell is only found at Laudenia on the stone that never touches the ground, the Feysa.

CREATE GREATER UNDEAD (Negative)
Necromancy [Evil]
Level: Foundation Spell

This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer

Location: One can be found scribed inside the skull of a dead Chaos dragon in the Necrosea and in an unlabeled book at the library of Piotre Raczek. Another apparently sits in the Kardia-Gothas, the legendary castle in the Sana Marsh.

CRUSHING HAND
Evocation [Force]
Level: Foundation Spell
Components: —

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, or Wisdom (for a Mage or Cleric respectively), +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not non-lethal) on each successful grapple check against anopponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus. Directing the spell to a new target is a move action.

Location: Like all hand spells, Crushing Hand was created by the Narros spellcaster, Galla Sagard at the Finer Fire Pits and all are located on one Anchor, the Sacristan Stone, in Sagard’s open library.

DELAYED BLAST FIREBALL
Evocation [Fire]
Level: Foundation Spell
Duration: 5 rounds or less; see text

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Location: This anchor is relatively common but the only confirmed location is the Mage City of Kirjath-Sepher. Like all Anchors there, it can be found in a book. The laudenians have also claimed to have one though this is only a rumor.

DETECT MAGIC

By the second round, a caster can determine if the aura originates from the power of Attricana or the power of Ixindar. This may help in determining if a magic item is corrupt or not.

DISRUPT UNDEAD
Universal
Level: Mag 0
Components: —
Casting Time: 1 standard action
189
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

DOMINATE MONSTER
Enchantment (Compulsion) [Mind-Affecting]
Level: Foundation Spell
Target: One creature

This spell functions like dominate person, except that the spell is not restricted by creature type.

Location: Adding a few extra symbols to the spell, the laudenian mage, Nacolia Falcon, created the Dominate Monster spell, which he still keeps in his spell book. Several copies have appeared around but he possesses the only known anchor.

EARTHQUAKE
Evocation [Earth]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft. /level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of non-lethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Location: The only confirmed anchor location is in a library in the narros city of Thos Thalagos.

ENERGY DRAIN (Negative)
Necromancy
Level: Foundation Spell
Saving Throw: Fortitude partial; see text for enervation

This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

Location: This anchor, found on a tapestry made from fey skin, can be found at the church of death in Necropolis and in Kardia-Gothas in the Sana Marsh.

GENTLE REPOSE
Transmutation
Level: Clr 2, Sor/Wiz 3
Components: —
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like.

GRASPING HAND
Evocation [Force]
Level: Foundation Spell
Components: F

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence or Wisdom modifier (for Mages or Clerics respectively), +10 for the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of –1. The hand holds but does not harm creatures it grapples. Directing the spell to a new target is a move action. The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does. Clerics who cast this spell name it for their deities.

Arcane Focus: A leather glove.

Location: Like all hand spells, Grasping Hand was created by the Narros spellcaster, Galla Sagard at the Finer Fire Pits and all are located on one Anchor, the Sacristan Stone, in Sagard’s open library.

HOLD MONSTER, MASS
Enchantment (Compulsion) [Mind-Affecting]
Level: Foundation Spell
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

Location: This foundation spell is found in the Slavers city of Najafi, supposedly burned onto the flesh of the king. Rumors pass that several other anchors exist in dungeons across the world.

INCENDIARY CLOUD
Conjuration (Creation) [Fire]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.

Location: The words from this spell glow with a bright red light from a solid slab of stone in a dungeon under a volcano. Which one is not known.

INFUSION (Negative)
Necromancy
Level: Wiz 3, Clr 3
Components: Special
Casting Time: 1 hour
Range: Touch
Target: one creature, body, or self
Duration: Instantaneous, special (see below)
Saving Throw: Will negates
Spell Resistance: Yes

Infusion allows the construction of intelligent constructs from Ixindar. This includes neverborns and ciphers. Actual procedures depend on the creation. This spell may be used in addition to the animate objects spell when creating animated objects or onto the procedures to creating golems. Such a procedure forms an entity with its own intelligence. Like the neverborn, the creature receives and amplifies every carnal desire and lustful thought of its creator. It becomes evil aligned if the caster is not already. The object requires an organic receptacle in the object to channel life. This may be blood or various organs from a recently deceased creature. It need not be more than 1% of the total mass of the object.

If cast on one’s self, the caster gains a +2 enhancement bonus to Int, Wis, and Cha. He also gains damage reduction 5 / good and regeneration (1). All damage is treated as nonlethal. The only way to killnthe caster in this state is to render him unconscious through non-lethal damage and deliver a coup de grace attack. This effect lasts for 1 hour / caster level.

Material components: Regardless of the caster, this spell requires at least one or more organs of a recently deceased (within the last hour) fey or an echan human. A caster need not use every piece of the body, but the parts used must be of vital importance to the creature where such removal would kill the subject (eg: stomach, heart, liver, both eyes, etc). These are placed within the construct if the spell is cast on one, devoured by the caster if cast on himself. Each time the spell is cast requires fragments from a new body.

XP cost: 500 xp

INSANITY (Negative)
Enchantment (Compulsion) [Mind-Affecting]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration or heal can restore the creature.

Location: The original Insanity anchor can be found on a temple stone hidden in the Gloam. A copy is located scripted on a leather hide in Shogak.

ION PULSE
Evocation
Level: Wiz 3
Components: —
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

An Ion pulse resembles a solid white stream of light that weaves and bends to a target. The caster targets a five-foot square or a single target (like a person or a vehicle). Any technology in the square or on the target must immediately make an EDF save. If the vehicle is larger than a square, the pulse affects the vehicle and any other technology within the square. All EDF saves must be made at a –4 penalty to the roll. All items are affected, even those that recently saved. Unlike techan EMP weapons, the Ion pulse spell affects TL1 technology as well.

Note: Though a negative version of this spell exists, it steals its effect from Attricana, and is thus suppressed in an antimagic field.

ION PULSE, GREATER
Evocation
Level: Wiz 4
Components: —
Casting Time: 1 standard action
Range: Medium (200 ft. + 10 ft. /level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

As Ion pulse except the actual pulse is far greater. It still only affects a single target or a five-foot square but the EDF penalty increases to –6.

ION PULSE, MASS
Evocation
Level: Wiz 5
Components: —
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Effect: Area 20-ft-radius spread + 5 ft. /level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

As Ion pulse except the pulse strikes a target and expands into a larger bubble, encompassing several targets at once.

ION PULSE, MASS, GREATER
Evocation
Level: Wiz 6
Components: —
Casting Time: 1 standard action
Range: Medium (200 ft. + 10 ft. /level)
Effect: Area 20-ft-radius spread + 5 ft. /level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

As Ion pulse, greater, except the pulse expands into a larger bubble, encompassing several targets at once.

MAGE’S SWORD
Evocation [Force]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage’s
sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Location: One anchor for Mage’s sword is hiding in an unlabeled book in Kirjath-Sepher. Attempts to find it with spellwork will fail. Only a few know where it is located. Others are located in Laudenia and Selmana.

METEOR SWARM
Evocation [Fire]
Level: Foundation Spell
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft. /level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40- foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)

Location: There are three known anchors for Meteor Swarm in the world, all embedded in Silver-coated Longswords. Lazarus in the mountain of Dracontia owns one. Another sits under lock and key in Castle Myre. The final was lost in a pagus raid against a Janoahn convoy. However, the pagus vanished on their return home and no one found them or their stolen treasure.

MOUNT SWIFTNESS
Enchantment
Level: Clr 1, Mag 1, Drd 1
Components: —
Casting Time: 1 minute
Range: Touch
Targets: 1 animal (mount) / level
Duration: 1 day
Saving Throw: None
Spell Resistance: Will negates (harmless)

The targeted mount (or any animal) can hustle at full speed without tiring. The animal may now hustle all day (though running still taxes it). Its stride is smooth and calm during this, exerting the mount and rider the same as if the beast was only walking. A heavy warhorse, for example, can traverse 80 miles/day if dedicated to a hustle). Only animals can be affected. Magical beasts, magical mounts or any creature with an intelligence more than 3 are unaffected by the spell. The spell lasts until the end of day, when an animal’s need for sleep overrides any spell effects. Animals (as their riders) are still hindered by an 8-hour travel day.

POLAR RAY
Evocation [Cold]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Location: Although a few copies exist, all inscribed upon a crystal skull, all derive from one original. Both Myre and Laudenia own one, as does the Kuraukou Temple of Clouds. However, the original still sits inside a small keep atop a massive mountain guarded by Ice Dragons.

POWER WORD, BLIND
Enchantment (Compulsion)
[Mind-Affecting]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One creature with 200 hp or less
Duration: See text
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Location: More common than most, Power Words are scattered around the world. Like most Anchors, Blind can be found in Kirjath-Sepher. Blind can also be found etched on a wall in the Dracontia and, like most, in Castle Myre.

POWER WORD STUN
Enchantment (Compulsion) [Mind-Affecting]
Level: Foundation Spell
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Target: One creature with 150 hp or less
Duration: See text
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Location: More common than most, Power Words are scattered around the world. Like most anchors, Stun can be found in Kirjath-Sepher. Stun can also be found etched on a wall in the Dracontia, in a book in Mag-Farg and, like most anchors, in Castle Myre.

PROTECTION FROM SPELLS
Abjuration
Level: Foundation Spell
Components: M, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature touched per four levels
Duration: 10 min. /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: A diamond of at least 500-gp value, which must be crushed and sprinkled over the targets.

Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

Location: Anchors can be found in Kirjath-Sepher in a book and in Dracontia, inscribed on the back of Kelto the Wise. Rumors suggest it can also be found on a staff in the bottom deck of the Alkanost.

REVERSE GRAVITY
Transmutation
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. /level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: No

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Location: Only three golden feathers that carry this spell exist, all emerged from the creative minds at Laudenia. They use two; the third was stolen and is currently missing.

SCREEN
Illusion (Glamer)
Level: Foundation Spell
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft. /2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Location: This book was stolen from Torfin Gendron and was the first item taken into Castle Myre and locked away. However, Torfin created a backup but the book has been lost in the mage library. Keris Rifts apparently also held a copy.

SEQUESTER
Abjuration
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Touch
Target: One willing creature or object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)

When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

Location: The only known location of this anchor is on a section of wall of a gimfen grind tower. However, which wall and which tower is only known by a few Gimfen.

SPELL TURNING
Abjuration
Level: Foundation Spell
Components: M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min. /level

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.

d% Effect
01–70 Spell drains away without effect.
71–80 Spell affects both of you equally at full effect.
81–00 Both turning effects are rendered nonfunctional for 1d4 minutes.

Arcane Material Component: A small silver mirror.

Location: Inscribed in a traditional spellbook called the “The Art of Arcane Thaumaturgy,” this anchor is locked in a secret library in Kirjath-Sepher. Other copies of the book are sealed in Myre and Laudenia.

STATUE
Transmutation
Level: Foundation Spell
Components: —
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.

Location: The original Statue anchor is found in a hidden compartment in the Statue of Torfin Gendron in Kirjath-Sepher. The laudenians claim they created the original on a statue of Alkanost. Lazarus claims they are both wrong. He won’t explain why.

SUMMON NATURE’S ALLY
These druid spells either call creatures native to the ethereal realm or form them from the ground. They are not pulled in from outer planes and have no knowledge of their life before being “created.” Only druids know for certain the details of this spell and some of them are honestly fuzzy on the details.

SYMBOL OF WEAKNESS (Negative)
Necromancy
Level: Foundation Spell
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.

Note: Magic traps such as symbol of weakness are hard to detect and disable. A Thief (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it.
The DC in each case is 25 + spell level, or 32 for symbol of weakness.

Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Location: The only known anchors hides in books in Piotre Raczik’s library and on a dragon tooth in Azhi Dahaka, guarded by one of the dragon lords.

TEMPORAL STASIS
Transmutation
Level: Foundation Spell
Components: M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

Location: This anchor can be found in Laudenia, Kirjath-Sepher, and Hardstone Sig. All are in spellbooks.

TIME STOP
Transmutation
Level: Foundation spell
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Location: Time Stop can only be found on a scepter. Rumors say the single item is held by Selman the Titan himself. He promises retribution for anyone that copies it without his permission. However, stories abound that Lazarus and Lara Alkanost have copies on similar artifacts.

WAIL OF THE BANSHEE (Negative)
Necromancy [Death, Sonic]
Level: Foundation Spell
Components: —
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

Location: Like almost all Necromancy spells, Wail of the Banshee can be found in the Necrosea. The necromancer Evanec Madrog created it and inscribed the spell in a Laudenian’s breastbone. Apparently, the tenenbri have one as well, deep in Vakai.

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