Obscure Object
Abjuration
Level: Brd 1, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours (D)
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
This spell
hides an object from location by divination (scrying) effects, such as the scrying
spell or a crystal ball. Such an attempt automatically fails (if the
divination is targeted on the object) or fails to perceive the object (if the
divination is targeted on a nearby location, object, or person).
Arcane
Material Component: A
piece of chameleon skin.
Obscuring Mist
Conjuration
(Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1,
Water 1
Components: V, S
Casting
Time: 1 standard
action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from
you, 20 ft. high
Duration: 1 min./level
Saving
Throw: None
Spell
Resistance: No
A misty
vapor arises around you. It is stationary once created. The vapor obscures all
sight, including darkvision, beyond 5 feet. A creature 5 feet away has
concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker cannot use sight to locate the
target).
A
moderate wind (11+ mph), such as from a gust of wind spell, disperses
the fog in 4 rounds.
A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame
strike, or similar spell burns away the fog in the explosive or fiery
spell’s area. A wall of fire burns away the fog in the area into which
it deals damage.
This spell
does not function underwater.
Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object weighing up to 30 lb. or
portal that can be opened or closed
Duration: Instantaneous
Saving
Throw: Will negates
(object)
Spell
Resistance: Yes
(object)
You can open
or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel,
or other container. If anything resists this activity (such as a bar on a door
or a lock on a chest), the spell fails. In addition, the spell can only open
and close things weighing 30 pounds or less. Thus, doors, chests, and similar
objects sized for enormous creatures may be beyond this spell’s ability to
affect.
Focus: A brass key.
Order’s Wrath
Evocation
[Lawful]
Level: Law 4
Components: V, S
Casting
Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst that
fills a 30-ft. cube
Duration: Instantaneous (1 round); see text
Saving
Throw: Will partial;
see text
Spell
Resistance: Yes
You channel
lawful power to smite enemies. The power takes the form of a three-dimensional
grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by
the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic
creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic
outsiders) and causes them to be dazed for 1 round. A successful Will save
reduces the damage to half and negates the daze effect.
The spell
deals only half damage to creatures who are neither
chaotic nor lawful, and they are not dazed. They can reduce the damage in half
again (down to one-quarter of the roll) with a successful Will save.
Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This spell
functions like a fly spell, except you can fly at a speed of 40 feet (30
feet if wearing medium or heavy armor, or if carrying a medium or heavy load)
with average maneuverability. When using this spell for long-distance movement,
you can hustle without taking nonlethal damage (a forced march still requires
Constitution checks). This means you can cover 64 miles in an eight-hour period
of flight (or 48 miles at a speed of 30 feet).
Owl’s Sight
Transmutation
Level: Wisdom 3, Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
The recipient receives a +5 to Spot checks. They also gain lowlight vision,
allowing them to see twice as far in starlight, moonlight, torchlight, and
similar conditions of poor illumination. The recipient retains the ability to
distinguish color and detail under these conditions.
If the recipient already has lowlight vision, then they can see three times as
far as a human in conditions of poor illumination.
Owl’s Wisdom
Transmutation
Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz
2
Components: V, S, M/DF
Casting
Time: 1 standard
action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will negates
(harmless)
Spell
Resistance: Yes
The
transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to
Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids,
paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s
wisdom do not gain any additional bonus spells for the increased Wisdom,
but the save DCs for their spells increase.
Arcane
Material Component: A
few feathers, or a pinch of droppings, from an owl.
Owl’s Wisdom, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which
can be more than 30 ft. apart
This spell
functions like owl’s wisdom, except that it affects multiple creatures.