Creating and Casting Spells:Spells are constructed from the Words of Power the caster has learned and memorized. There are 3 types of words of power: Target Words, which define who the spell targets and what form it takes; Effect Words, which define what the spell does to its targets; and Metawords, which modify the spell or spellcasting process in different ways. Spells normally contain 1 Target Word, and can contain any number of Metawords, but the number of Effect Words depends on what Circle the spell belongs to: 1st Circle Spells consist of 1 Effect Word, 2nd Circle Spells consist of up to 2 Effect Words, and 3rd Circle Spells consist of up to 3 Effect Words. Many Effect and Target words can change or amplify their effects by adding additional syllables, listed under each Word of Power. These increase the Spellpower of the spell, but don't require an additional Effect Word.
When attempting to cast a spell, you must succeed at an Arcana skill check (DC = 10 + Spellpower of the Spell), and your Armor Check penalty applies. Failure means the spell fizzles and is lost, and may cause other effects depending on what kind of Spellcaster you are. You must also maintain concentration during the Spellcasting process, and if you are injured you must succeed at a Fortitude Save (DC = Damage Taken + Spellpower of the Spell), or the spell will be lost as though you failed your Spellcasting check. You can also attempt to identify the Words of Power and the effects of a spell as it's being cast, with a successful Knowledge (Spellcraft) skill check (DC = 10 + Spellpower of the Spell).
If a given spell has multiple instantaneous effects, which have no duration, they each resolve separately. However, any spell effects with a duration are linked, and only last as long as the shortest effect in the spell. For example, if you combined an Invisibility effect with a Haste effect in a single spell, they would share the shorter duration of the two, and if the invisibility effect wore off early (say, if the target attacked and broke the effect) the Haste effect would wear off as well.
Touch (Spellpower 0): Spell is imbued in the caster’s body, and does not take effect until discharged by a melee touch attack, or by striking and damaging a Target with a melee weapon. Creates a 5’ area of effect centered on Target if appropriate. Spell dissipates if not discharged in 1d4 + Caster Level rounds, or if another spell replaces it.
+ Aura: The effect creates an aura around the touched target, discharging when the target is touched or damaged in a melee attack by another creature. +1 Spellpower.
+ Mass: Spell can be discharged up to Caster Level times before dissipating. +2 Spellpower.
Selection (Spellpower 0): Spell affects one target within Close Range. Creates a 5’ area of effect centered on target if appropriate.
+ Far: Range increases to Medium. +1 Spellpower.
+ Mass: Spell affects one target per Caster Level, no two of which can be more than 30 feet apart. +2 Spellpower.
Bolt (Spellpower 0): Make a Ranged Attack against one target within Medium Range. If you succeed, the spell affects the target, and creates a 5’ area of effect centered on target if appropriate.
+ Far: Range increases to Long. +1 Spellpower
+ Mass: You may make an additional Ranged Attack for every 2 Caster Levels. You may aim multiple attacks against any target in range. Their spell effects are cumulative. +2 Spellpower.
Burst (Spellpower 1): Spell affects every target within a 10’ radius burst centered on the caster. The caster may exclude themselves from the effect.
+ Cone: The burst becomes cone-shaped, and the total radius is doubled. +1 Spellpower
+ Large: The area of effect increases to a 20’ radius burst centered on the caster. +2 Spellpower
Line (Spellpower 1): Spell affects every target within a 20’ line.
+ Shaped: You may change the direction of the line at any point. +1 Spellpower
+ Long: Spell affects every target within a 60’ line. +2 Spellpower
Emanation (Spellpower 1): Spell affects every target within a 10’ radius burst from a designated source within Close Range. The source may be a creature, an object, or a location, and may be excluded from the effect. The source can move out of range from you and remain in effect. If a source is a location, you can shift the location of a source up to 20’ per round as a Move Action.
+ Large: The range increases to 20’ radius, and Medium Range. +1 Spellpower
+ Mass: You may designate an additional source within range, for every 2 Caster Levels. Multiple bursts will not affect the same target. +2 Spellpower
Glyph (Spellpower 1): A magical glyph from the language of magick manifests on a surface, creature, or object. The glyph can be any size, with a maximum area less than Close Range. When first cast, the spell’s effects are suspended until triggered by the target. The caster sets the trigger that will discharge the spell when it’s first cast. Triggers can include reading the glyph, touching the glyph, opening a door bearing the glyph, speaking a word in the presence of the glyph, etc., but the target must be within Close Range to trigger it. You may set other triggers based on observable qualities or actions involving the target and the glyph, and they may be as simple or elaborate as you wish, even so far as being triggered by the first male humanoid over 4’ tall to trace the shape of the glyph with an index finger. Glyphs remain in effect until discharged or dispelled, but you may only have one glyph active at any time. The glyph can be any size, so long as it fits entirely within Close Range. Glyphs are written in the language of Magick, and a successful Arcana check can decipher the glyph’s effect and trigger without discharging the spell, the same way it’s used to identify spells being cast. A failed Arcana check does not protect you from triggering the glyph as normal.
+ Invisible: The glyph is hidden from normal vision, but can be seen with Astral Sight. +1 Spellpower
+ Mass: You may create additional glyphs up to your Caster Level. +2 Spellpower
Truesight (Divination, Spellpower 1): Allows targets to see more than their eyes normally can, for 1d4 rounds. Grants one of the following enhancements to natural sight, out to a range of 30 feet:
= Astral Sight: Grants the ability to see the creatures and energies of the Astral Plane, and detect Magickal auras and the schools of any ongoing enchantments or effects. Does not pierce Invisibility effects, but other illusions generate an aura of illusion.
Will Negates - Harmless.
= Lifesense: Grants the ability to see the Positive Energy of animate beings. Pierces invisibility effects, so long as the target is living.
= Dowsing: Grants the ability to sense the presence, nature, and purity or concentration of a certain material, chosen when the spell is cast. Dowsing for Water can be used to search for sources of fresh water in the desert, while Dowsing for Metal reveals the presence of metallic objects. This pierces invisibility effects, so long as the object or creature is composed primarily of the chosen material.
+ Extended: This effect lasts for 1 minute per Caster Level. +1 Spellpower
Telepathy (Divination, Spellpower 1): Allows Caster to sense Target’s surface thoughts and emotions, observe the Target's surroundings using their senses, or share their own thoughts, emotions, and senses with the Target, as a Free Action at any point during the duration of the spell. Sensing the thoughts and emotions of others can influence your own thoughts and emotions, and using another’s physical senses overrides your own, making you unable to see, hear, smell, or feel with your own body while so doing. Lasts 1d4 rounds. Will Negates.
+ Extended: This effect lasts for 1 minute per Caster Level. +1 Spellpower
+ Linked: The caster and targets may freely share thoughts, surface emotions, and physical senses with each other, and with all other Targets included in this spell. Targets can send mental messages to one another in this way, allow others to see through their senses, etc. +2 Spellpower.
Omen (Divination, Spellpower 1): You grant the Target a glimpse of a possible future, granting them a +1 Luck bonus (or a -1 Luck penalty) to either Attack and Defense Rolls, Saving Throws, or Skill Tests, for 1 Round per Caster Level. Will Negates.
+ Extended: This effect lasts for 1 minute per Caster Level. +1 Spellpower.
+ Greater: Once during the duration, when the Target would roll a d20, you may have them roll twice and accept either the higher or lower result. +2 Spellpower.
Augury (Divination, Spellpower 4): The Caster enters a prophetic trance, during which the Target can ask and have questions answered. Targets may ask questions about present and past events, which are answered as True, False, True and False, or Uncertain. They can also ask whether good or bad results will come from taking a certain action, which is answered as Weal, Woe, Weal and Woe, or Uncertain. Prophetic visions only see the most possible futures, and are not always accurate. The trance lasts for 1 minute, or until they have answered one question per Caster Level. The Caster may not Target and ask questions of themselves, and remember only the questions and the answers they gave once their trance ends.
Astral Projection (Divination, Spellpower 4): Allows the Target to separate their Astral body from their physical one, allowing them to interact directly with the Astral plane, or remotely observe events in the physical world, for 10 minutes per Caster Level. Astral forms are Ethereal, and can fly 80 ft. per round (roughly one mile in 5 minutes). They can safely move up to 1 mile from their body, but traveling farther exposes their body to possession by an Astral spirit. Astral forms can’t interact with or be affected by physical creatures or objects, but may be affected by spells or magickal weapons, and can cast spells against physical creatures by increasing the Spellcasting check DC by 10. They may see and interact with other Astral creatures as though they were physical, using their Intelligence, Wisdom, and Charisma attributes in place of their Strength, Dexterity, and Constitution attributes for skill tests and other normally physical actions. Astral Forms don’t have the benefit of any of their equipment, and any damage dealt to an Astral Form is treated as Nonlethal damage. Losing consciousness while in Astral Form, or the spell ending while the target is still separated from their physical body, exposes the target’s body to possession by an Astral Spirit. Will Negates.
Enervate (Evocation, Spellpower 1): Deal 1d6 HP true damage to the target with Negative Energy. Will Negates.
+ Greater: Deals 1d6 HP true damage per Caster Level. +2 Spellpower
+ Vampiric: Half of the damage dealt by this spell is restored to the caster as Temporary HP. Temporary HP cannot exceed half your Maximum HP, and last for 1 minute. +2 Spellpower.
Invigorate (Evocation, Spellpower 1): Grants 1d6 Temporary HP to the target with Positive Energy. These last for 1 minute, and may not exceed half the target's Maximum HP. Will Negates – Harmless.
+ Greater: Grants 1d6 Temporary HP per Caster Level. +2 Spellpower
+ Virtuous: This effect is reduced by half, but instantly restores lost Hit Points as though through natural healing. An equal amount of true damage is dealt to the caster. +2 Spellpower
Force (Evocation, Spellpower 1): Deals 1d8 Bludgeoning, Slashing, or Piercing damage to target. Damage may be either Lethal or Nonlethal. Damage resistance from Armor applies.
+ Greater: Deals 1d8 Bludgeoning, Slashing, or Piercing damage to the target per Caster Level. +2 Spellpower.
+ Ethereal: Damage dealt by this effect ignores Armor. +1 Spellpower.
Fire (Evocation, Spellpower 1): Deals 1d6 Fire Damage. Reflex 1/2.
+ Greater: Damage increases to 1d6 Fire Damage per Caster Level. +2 Spellpower.
+ Burning: If a target damaged by this effect fails a Reflex saving throw, they catch fire. +1 Spellpower
Cinders (Evocation, Spellpower 2): Any target that begins their turn in or enters the area of effect takes 1d4 Fire Damage. Lasts for 1d4 Rounds.
+ Extended: Lasts for 1 minute per Caster Level. +2 Spellpower
+ Burning: If a target damaged by this effect fails a Reflex saving throw, they catch fire. +1 Spellpower
Cold (Evocation, Spellpower 1): Deals 1d6 Cold Damage. Reflex 1/2.
+ Greater: Damage increases to 1d6 Cold Damage per Caster Level. +2 Spellpower.
+ Icy: If a target damaged by this effect fails a Reflex saving throw, they are Entangled for 1 round. +1 Spellpower
Blizzard (Evocation, Spellpower 2): Any target that begins their turn in or enters the area of effect takes 1d4 Cold Damage. Lasts for 1d4 Rounds.
+ Extended: Lasts for 1 minute per Caster Level. +2 Spellpower
+ Icy: If a target damaged by this effect fails a Reflex saving throw, they are Entangled for 1 round. +1 Spellpower
Lightning (Evocation, Spellpower 1): 1d6 Electricity Damage. Reflex 1/2.
+ Greater: Damage increases to 1d6 Electricity Damage per Caster Level. +2 Spellpower
+ Shocking: If a target damaged by this effect fails a Fortitude saving throw, they are Staggered for 1 round. +1 Spellpower
Storm (Evocation, Spellpower 2): Any target that begins their turn in or enters the area of effect takes 1d4 Electricity Damage. Lasts for 1d4 Rounds.
+ Extended: Lasts for 1 minute per Caster Level. +2 Spellpower
+ Shocking: If a target damaged by this effect fails a Fortitude saving throw, they are Staggered for 1 round. +1 Spellpower
Acid (Evocation, Spellpower 1): 1d6 Acid Damage. Reflex 1/2.
+ Greater: Damage increases to 1d6 Acid Damage per Caster Level. +2 Spellpower
+ Noxious: If a target damaged by this effect fails a Fortitude saving throw, they are Sickened for 1 round. +1 Spellpower
Corrosion (Evocation, Spellpower 2): Any target that begins their turn in or enters the area of effect takes 1d4 Acid Damage. Lasts for 1d4 Rounds.
+ Extended: Lasts for 1 minute per Caster Level. +2 Spellpower
+ Noxious: If a target damaged by this effect fails a Fortitude saving throw, they are Sickened for 1 round. +1 Spellpower
Echo (Illusion, Spellpower 1): Creates illusionary sounds, ranging from the faint sound of footsteps to a mob of shouting voices. The caster determines the nature of the sounds when the spell first takes effect, and they will repeat for the duration of the spell. Lasts for 1 minute per Caster Level. Will Disbelieves. If an illusion behaves in a way that isn't consistent with reality, it allows targets to make a new Will save to disbelieve them... for instance, seeing that the angry mob they hear shouting in the next room isn't there.
+ Extended: Effect lasts for 1 hour per Caster Level. +2 Spellpower
+ Programmed: The illusions are capable of reacting to their environment. The caster may give simple commands for the illusions to move, shift in volume, or change in other ways depending on their surroundings, and may change these commands at any time. +2 Spellpower.
Figment (Illusion, Spellpower 1): Creates soundless, insubstantial illusions. The caster determines the nature of the illusions when the spell first takes effect. These illusions are static, and unable to move or react to their environment. Lasts 1 minute per Caster Level. Will Disbelieves. If an illusion behaves in a way that isn't consistant with reality, it allows targets to make a new Will save to disbelieve them... for instance, noticing that a strong breeze is blowing through what appears to be a solid wall.
+ Extended: Effect lasts for 1 hour per Caster Level. +2 Spellpower
+ Programmed: The illusions are capable of reacting to their environment. The caster may give simple commands for the illusions to move or act in a certain way, and react to their surroundings, and may change these commands at any time. +2 Spellpower.
+ Phantasmal: The illusions become quasi-real. Illusions don’t have true substance, or exert physical force, but intelligent beings interact with them as though they were – they are convinced that an illusionary wall is holding them back and will be unable to pass through it, or that an illusionary fire is burning them. These illusions can cause those that believe them to be real to will Nonlethal damage to themselves. These illusions only deal 20% normal damage, and can only affect conscious, intelligent creatures capable of sensing them. Physically interacting with the illusion immediately provokes a new Will Save to disbelieve the illusion. +2 Spellpower
Glamour (Illusion, Spellpower 1): Alters the sensory qualities of the target, making it look, sound, feel, smell, or taste like something else. You can’t add or remove a sensory quality from the target using this effect, but can mask them as something of the same magnitude. For example, though you can’t make footsteps on stone silent, you could make them sound like a flow of water or scurrying rats. Similarly, you couldn’t make a Dwarf look and sound as big as a Giant, but you could make them look, sound, and smell like a pile of hay, or a Goblin of roughly the same size. The caster determines the nature of the changes when the spell first takes effect. Lasts 1 minute per Caster Level. Will Disbelieves.
+ Extended: Effect lasts for 1 hour per Caster Level. +2 Spellpower
+ Greater: You can strengthen or diminish the sensory qualities of the target, for instance making a creature appear one size category smaller or larger, make a galloping horse sound like a small stampede, or making a strong stench smell like mild wildflowers. +2 Spellpower.
Command (Illusion, Spellpower 2): Target is compelled to take a specific action, such as fleeing or dropping their weapon, or is forbidden from taking a specific action, such as attacking or speaking, determined when the spell is cast. Lasts for 1d4 rounds. Will Negates.
+ Extended: Effect lasts for 1 minute per Caster Level. +2 Spellpower
+ Greater: You may order the target to take any action it is currently capable of, and may change these orders at any time during the duration. +2 Spellpower
Ward (Illusion, Spellpower 1): Any creature that attempts to attack or knowingly harm the Target must succeed at a Will save. They are unable to follow through with the act if they fail, and lose that action. Lasts for 1d4 rounds, or until the Target attacks or harms another creature.
+ Extended: Effect lasts for 1 minute per Caster Level. +2 Spellpower
+ Greater: The target remains warded even if they take an offensive action. +2 Spellpower
Silence (Illusion, Spellpower 1): The Target is rendered completely silent, incapable of making any sounds by speaking, moving, etc. Effect lasts for 1d4 rounds. Will Negates.
+ Extended: The target remains invisible for 1 minute per Caster Level. +2 Spellpower
+ Improved: The area of effect becomes entirely soundless instead, and does not allow sound to enter, leave, or be transmitted. Creatures in the soundless area do not get a Will Save to negate this effect. +2 Spellpower
Invisibility (Illusion, Spellpower 1): The target becomes invisible for 1d4 rounds, or until they attack or take an offensive action. Will Negates – Harmless.
+ Extended: The target remains invisible for 1 minute per Caster Level. +2 Spellpower
+ Greater: The target remains invisible even if they take an offensive action. +2 Spellpower
Cripple (Transmutation, Spellpower 1): Deals 1 damage to one ability score of the target. Will Negates.
+ Greater: Damage increases to 2 damage to one ability score. +1 Spellpower
Empower (Transmutation, Spellpower 1): Grants a +1 bonus to one ability score of the target for 1 minute. Will Negates – Harmless.
+ Greater: Bonus increases to a +2 bonus to one ability score. +1 Spellpower
+ Extended: This effect lasts for 10 minutes per caster level. +2 Spellpower
Polymorph (Transmutation, Spellpower 2): You may change Target creature into an Animal or Humanoid creature of Small or Medium size, granting appropriate bonuses and penalties for a change in size. They gain the natural attacks and move speeds of their new form (including climb, fly, burrow, or swim speeds), and any sensory abilities their form possesses (darkvision, low-light vision, scent, tremorsense, blindsight, etc). This effect lasts for 1 minute. Fortitude Negates.
+ Extended: This effect lasts for 10 minutes per caster level. +2 Spellpower.
+ Greater: Target creature may be changed into an Animal or Humanoid of Tiny, Small, Medium, or Large size, granting appropriate bonuses and penalties for their new size. They gain the ability to use any of the following abilities that their new form possesses: breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. +4 Spellpower.
Enlarge (Transmutation, Spellpower 2): This effect causes the Target to increase in size by 1 size category. Double their height, multiply their weight by 8, and increase their movement speeds by 10'. The Target gains a +1 size bonus to Strength, a –1 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on Attack and Defense Rolls due to their increased size. All equipment worn by the Target increases in size so long as it is held by the Target. Lasts for 1d4 rounds. Fortitude Negates.
+ Extended: This effect lasts for 1 minute per Caster Level. +2 Spellpower.
+ Greater: Target creature's size increases by 2 size categories. Quadruple their height, multiply their weight by 16, and increase their movement speeds by 20'. Bonuses and penalties imposed by increased size increase to 2. +2 Spellpower
Reduce (Transmutation, Spellpower 2): This effect causes the Target to decrease in size by 1 size category. Half their height, divide their weight by 8, and decrease their movement speeds by 10'. The target gains a +1 size bonus to Dexterity, a –1 size penalty to Strength (to a minimum of 1), and a +1 bonus on Attack and Defense Rolls due to their decreased size. All equipment worn by the Target decreases in size so long as it is held by the Target. Lasts for 1d4 rounds. Fortitude Negates.
+ Extended: This effect lasts for 1 minute per Caster Level. +2 Spellpower.
+ Greater: Target creature's size decreases by 2 size categories. Quarter their height, divide their weight by 16, and decrease their movement speeds by 20'. Bonuses and penalties imposed by decreased size increase to 2. +2 Spellpower
Hex (Transmutation, Spellpower 1): This effect curses Target with an affliction, which is chosen at the time the spell is cast. You affect up to 4 CR in Targets per Caster Level within the area of effect, and always affect valid creatures with the lowest CR first. The affliction lasts for 1d4 rounds. Fortitude Negates. Afflictions may be any one of the following:
= Fatigue: Target is Fatigued.
= Fear: Target is Frightened.
= Sleep: Target falls asleep, and is Helpless. They can be woken by pain, or a Simple Action taken by another creature.
= Pain: Target is wracked by intense pain, and is Nauseated. They receive a new Fortitude saving throw each round to end this effect.
= Deafened: Target is stricken Deaf.
= Blinded: Target is stricken Blind.
+ Extended: This effect lasts for 1 minute per caster level. +2 Spellpower.
Timeshift (Transmutation, Spellpower 2): This effect causes the Target's perception of Time to expand or contract. At the caster's option, their perception of time either expands and allows them to take an additional Simple Action each round, or contracts and limits them to a single Simple Action per turn. Lasts for 1d4 rounds. Fortitude Negates.
+ Extended: This effect lasts for 1 minute per caster level. +2 Spellpower.
Light (Conjuration, Spellpower 1): Increases the light level within the area to Normal Light. The light level for 2x the area of effect is increased by 1 step (Darkness => Dim Light => Normal Light). Lasts for 1 minute.
+ Extended: Lasts for 10 minutes per Caster Level. +1 Spellpower.
+ Brilliant: When cast, creates a burst of intense light that Blinds targets for 1 round, and Dazzles them for 1d4 + Caster Level rounds afterward. Fortitude Partial (Targets are instead Dazzled for 1 round). +2 Spellpower.
Darkness (Conjuration, Spellpower 1): Decreases the light level within the area to Darkness. The light level for 2x the area of effect is decreased by 1 step (Normal Light => Dim Light => Darkness). Lasts for 1 minute.
+ Extended: Lasts for 10 minutes per Caster Level. +1 Spellpower.
+ Murky: Effect becomes Magickal Darkness, and can't be pierced by any light source, or even Darkvision. +2 Spellpower.
Haze (Conjuration, Spellpower 1): Creates a hazy fog-like cloud that obscures sight into, through, and out of an area. Targets seen through 5 feet of fog have Concealment (20% miss chance). Creatures can't be located by sight through more than 5 feet of fog, and have Total Concealment (50% miss chance). The fog dissipates after 1 minute.
+ Extended: Lasts for 10 minutes per Caster Level. +2 Spellpower
+ Solid: The fog becomes heavy and semi-solid. The area is treated as difficult terrain. +2 Spellpower
Shield (Conjuration, Spellpower 1): You create a shell of force around the target which deflects incoming attacks, granting a +2 Deflection bonus to Defense. This effect lasts for 1d4 rounds. Will Negates - Harmless.
+ Extended: This effect lasts for 1 minute per Caster Level. +2 Spellpower
+ Greater: This effect also grants +4 to the Armor Rating of the target, reducing physical damage taken by 4. +2 Spellpower
Summon (Conjuration, Spellpower 2): Manifests one or more Astral Constructs at the area of effect. These constructs appear as translucent animals, magical beasts, humanoids, or elementals, and are composed of astral energy. These are corporeal, share the ability scores and capabilities of the creatures they emulate, and possess enough intelligence to follow simple mental or verbal commands. You may create creatures with a combined total CR of 1/2 per Caster Level. Each Astral Construct remains for 1 minute, or until it is destroyed.
+ Extended: Each Astral Construct remains for 10 minutes per Caster Level. +2 Spellpower
+ Greater: You may create creatures with a combined total CR of 1 per Caster Level. +2 Spellpower
Conjure Earth (Conjuration, Spellpower 2): Manifests an area of elemental earth within the area of effect. This material can take on different shapes and forms, and lasts for 1 minute before crumbling into dust and dissipating. This can be used to alter terrain, create cover and barriers, and so on, though it can only be crudely shaped, such as to include gaps, hand-holds, and so on. You can't use it to create complex or intricate shapes, such as weapons or items made of stone.
Earth may be formed as follows:
= Soil: You can manifest up to four 5' cubes of loosely-packed elemental soil, sand, or mud per Caster Level.
= Gravel: You can manifest one 5' cube of elemental stone rubble and gravel per Caster Level.
= Stone: You can manifest up to four 5' square, 1 foot thick walls or planes of elemental stone per Caster Level.
There must be a substantial body of earthen material within the area to conjure earth. If you are attempting to entrap a creature within earth, drop debris on them, or otherwise harm them, they receive a Reflex Save to avoid this.
+ Extended: Earth remains for 10 minutes per Caster Level. +2 Spellpower
Conjure Flame (Conjuration, Spellpower 2): Manifests an area of elemental fire within the area of effect. This fire can take the form of intense flames that burn without fuel, a glow of warmth, or an area of intense heat, and lasts for 1 minute before dissipating.
Flames may be formed as follows:
= Heat: You can manifest an area of dryness and heat, varying from comfortable warmth to the intense heat of the desert sun, which fills the area of effect.
= Flame: You can manifest up to four 5' cube areas of intense flames per Caster Level.
There must be a source of flame within the area in order to conjure fire. If you are attempting to engulf a creature in flames, ignite their clothing, or otherwise harm them, they receive a Reflex Save to avoid this.
+ Extended: Fire remains for 10 minutes per Caster Level. +2 Spellpower
Conjure Water (Conjuration, Spellpower 2):
Manifests a volume of elemental water within the area of effect. This elemental water can take on different shapes and forms, and lasts for 1 minute before evaporating into mist and dissipating. Elemental water will not quench thirst, as it dissipates soon after it is created, but it can bring temporary relief, or quickly douse a fire.
Water may be created as follows:
= Torrent: You can manifest a torrential downpour within the area of effect.
= Pool: You can manifest one 5' cube of elemental water per Caster Level.
= Snow: You can manifest up to four 5' cubes of loosely-packed elemental snow per Caster Level.
= Ice: You can manifest up to four 5' square, 1 foot thick walls or planes of elemental ice per Caster Level.
There must be a reasonable amount of moisture in the area of effect to conjure water. If you are attempting to entrap a creature within ice or snow, sweep them away with a wave of water, or otherwise harm them, they receive a Reflex Save to avoid this.
+ Extended: Water remains for 10 minutes per Caster Level. +1 Spellpower
Conjure Wind (Conjuration, Spellpower 2):
Manifests an area of powerful winds within the area of effect. These are capable of producing effects strong winds are normally capable of, and last for 1 minute before dying down. Elemental winds can deflect light ranged attacks using weapons like bolts and arrows, and grant a 50% Miss Chance from other ranged attacks (except for massive ranged weapons such as Cannonballs and Ballistas). Medium or smaller creatures that are knocked prone are blown 1d6 x 5 feet in the direction of the wind each round, and take 1 damage per 5 feet they are blown along the ground. Updrafts can also blow Medium and smaller creatures 1d4 x 5 feet upward each round, and hold them aloft for the duration. Medium and smaller creatures within the area are not able to move against the direction of the wind unless they succeed at a DC 15 Athletics check (a DC 20 Athletics check for flying creatures).
Wind may be created as follows:
= Gust: Wind blows in toward the origin, out from the origin, or in one direction across the area of effect, including up or down.
= Whirl: Winds blow in a clockwise or counterclockwise direction inside the area of effect. Instead of pushing creatures and objects out, they are caught and blown around in the area of the wind for the duration. You may designate a calm eye in the center of the area.
There must be a significant amount of air in the area of effect to conjure wind. Knocking down a creature, launching them skyward, or otherwise attempting to harm them provokes a Reflex Save to avoid this.
+ Extended: Winds remain for 10 minutes per Caster Level. +1 Spellpower
Silent: The spell requires no verbal incantations to cast, and Spellcasting checks ignore penalties for deafness or silence. +2 Spellpower.
Still: The spell requires no gestures or movement to cast. Spellcasting checks ignore Armor Check penalties, and penalties for vigorous movement. +2 Spellpower.
Split: This spell can have two Target Words, and splits its effects between those two delivery methods. The spell's Effect Words are divided between Primary Effects and Secondary Effects, and are delivered by their own Primary Target word and Secondary Target word respectively. +1 Spellpower.
Quickened: The action required to cast the spell is reduced to one Swift Action. +3 Spellpower.
Empowered: The numeric values for damage, and other measures of the spell's power or effectiveness, are doubled. The DCs for Saving Throws are increased by 5. +3 Spellpower.
Enlarged: The numeric values for the area of effect of the spell are doubled. +3 Spellpower.
Lengthy: The duration of the effects are doubled. This does not change effects with a duration of instantaneous. +3 Spellpower.
Exclusive: The spell can exclude up to Caster Level in targets from the spell effect, either designated by you, or by conditional criteria you set when the spell is cast. +3 Spellpower.
Reach: The range category of the spell increases by one step, from Close to Medium, or from Medium to Long. +2 Spellpower
Channeled: After this spell is cast, you may maintain your Concentration on this spell as a Complex Action each round, and treat it as though it was just cast this turn. This resets the durations of non-instantaneous effects, and recreates instantaneous effects once more. If you are damaged while sustaining this spell, it provokes a Spellcasting check as through damaged while casting, with normal effects on a failed check. You may Concentrate and sustain a spell for up to Caster Level rounds. +3 Spellpower.
Delayed: When this spell is cast, you may delay one or more effects for up to 1 minute per Caster Level, after which point the effects will immediately resolve. You may trigger the spell as a Swift Action at any point while it is delayed. +2 Spellpower.
Example Spells:Decoy (Illusion, Spellpower 4):Target – Select
Effect – Figment, Invisibility (Extended)
Meta – None
Description: Makes the target invisible, and creates an illusionary duplicate of the target at their former location. The illusion is static, but can be made to appear healthy, cowering, or unconscious as the case demands. Lasts 1 minute, or until the target attacks.Venom Cloud (Evocation/Conjuration, Spellpower 4):Target – Emanation
Effect – Corrosion (Noxious), Haze
Meta – None
Description: Creates a 10’ radius cloud of corrosive gas which obscures vision, deals 1d4 Acid damage to targets who move through the area, may sicken those it damages, and can be moved 20' per round by the caster as a Move Action. It lasts for 1d4 rounds.Accelerate (Transmutation, Spellpower 6):Target – Select
Effect – Timeshift (Extended), Empower (Greater)
Meta – None
Description: The target gains 1 additional Simple Action per round, and a +2 Dexterity bonus for 1 minute.Scrying (Divination, Spellpower 7):Primary Target – Select
Primary Effect – Astral Projection
Secondary Target – Burst
Secondary Effect – Telepathy
Meta – Split
Description: The caster's Astral Form leaves their body, and flies ethereally up to a mile away. Secondary targets standing nearby when the spell was cast can communicate telepathically with the caster, and can see whatever the caster's Astral Form can see. The spell lasts for 1 minute, or until the caster's Astral Form returns to their body.Deathmantle (Evocation, Spellpower :Target – Touch (Aura, Mass)
Effect – Enervate (Greater, Vampiric)
Meta – None
Description: Creates a protective aura around the target which discharges on creatures that strike or touch them in melee combat. It deals 1d6 true damage per Caster Level, and grants half the damage dealt back to the caster as Temporary HP. It can be discharged a number of times equal to the Caster's Level before dissipating.