New Spell Descriptions

Bloodlust

Necromancy

Level : Blood 2, Hatred 2, Sor/Wiz 2; Components : V, S, F; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 round/level

You instill yourself with a mad bloodlust. You deal 1d4 points of damage to yourself as part of the casting of this spell. For the duration of the spell, you get a bonus to your attack rolls against living creatures equal to the amount of damage you suffered.

Focus : A masterwork dagger.

Bitter Flesh

Transmutation

Level : Druid 1; Casting Time : 1 standard action; Range : Touch; Target : One creature touched/level; Duration : 10 min/level (D); Saving Throw : Fort negates (harmless); Spell Resistance : Yes

The flesh of each affected creature becomes extremely unpalatable and lets off an acrid stench. If a living creature hits a spell subject with a bite attack, it must make a Will save. If it fails, it cannot make further bite attacks against that subject for the duration of the spell, and the initial bite deals only half damage.

Material Component : A bit of wormwood or a gall bladder.

Combat Offering

Transmutation

Level : Clr 5, Zlt 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Touch; Target : Magic weapon touched; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You sacrifice your weapon to strike down opponents. As part of the casting of this spell, you make one melee attack with a magic weapon at your full base attack bonus. Whether or not you hit, the weapon you use to make this attack is destroyed in the casting of this spell.

If you hit, you automatically score a critical hit, and the weapon’s critical multiplier is increased by one for each enhancement bonus the weapon had. Special abilities, such as holy or defending, do not count for the purposes of determining the enhancement bonus.

This spell fails if you attempt to use an artifact, relic, or non-magical weapon as the material component.

Material Component : The weapon sacrificed.

Enamor

Enchantment (Charm)

Level : Bard 5, Love 5; Components : V, S, DF; Duration : Permanent

As charm person, but the effect is permanent.

Enamor, Greater

Enchantment (Charm)

Level : Love 7; Targets : Two humanoids, who must be within 30 ft. of each other

As enamor, but the targets are enamored of each other instead of you. Both targets must fail their saving throws for this spell to be effective.

Enrapture

Enchantment (Compulsion)

Level : Bard 3, Love 2; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Close (25 ft. + 5 ft./2 levels); Area : One or more living creatures within a 20-ft.-radius burst; Duration : 1 round/level; Saving Throw : Will negates (see text); Spell Resistance : Yes

You create a burst of rosy energy. Any creature caught in the burst must succeed at a Will save or be enraptured.

An enraptured creature stands motionless, an expression of perfect bliss on its face, as the energies of the spell wash around it. An enraptured creature is effectively dazed. Slapping or wounding breaks the rapture. Breaking a creature from a rapture is a standard action (an application of the aid another action).

When the enraptured state ends, for whatever reason, the creature must make another Will save, or suffer 1d6 points of temporary Charisma damage.

Enrapture does not target unconscious creatures, constructs, or undead creatures.

Material Component : Ruby dust worth at least 25 gp.

Fearsome Conviction

Enchantment (Fear, Mind-Affecting)

Level : Courage 5, Zlt 4; Components : V, S, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 minute/level; Saving Throw : Will partial (see text); Spell Resistance : Yes

If you are subjected to a fear effect and it fails to make you shaken, frightened, panicked, or cowering, two things happen.

First, the source of the fear effect must make a Will save. If it fails, it becomes frightened for 1 round per level. If it succeeds, it is shaken for 1 round.

Second, you gain a +2 morale bonus to attack and weapon damage rolls.

Final Rites

Necromancy

Level : Clr 4, Grave 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Area : 20-ft.radius emanation centered on you; Duration : 1 round/level; Saving Throw : Fortitude half; Spell Resistance : Yes

Corpses and corporeal undead near you begin to decompose in seconds. Any corpse in the area of the spell rots away to nothing in one round. A corpse destroyed this way may not be raised or animated, but it may be resurrected. A gentle repose spell prevents this rapid decay.

Any corporeal undead in the area of the spell takes 2d12 points of damage per round. They may attempt a Fortitude save each round for half damage.

Material Component : A bit of grave earth.

Gruesome Deluge

Conjuration (Summoning) [Evil, Fear]

Level : Blood 9, Sor/Wiz 9; Components : V, S; Casting Time : 1 round; Range : Long (400 ft. + 40 ft./level); Effect : 360-ft.-radius blood mist; Duration : Concentration (maximum 10 rounds) (D); Saving Throw : See text; Spell Resistance : Yes

This spell creates an enormous churning crimson mist. Each round you concentrate, up to 10 rounds, dark red blood rains down in the area, dealing 2d6 acid damage each round. Any time a creature takes damage from the blood, it must make a Will save. If it fails, it is slowed for 1 round.

In addition, a living creature in the deluge (but not necessarily damaged by it) must make a Will save every round or become panicked for 1 round. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Within the deluge, all sight, including darkvision, is obscured 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). Speed is reduced by three-quarters.

Ranged attacks within the area of the deluge are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the gruesome deluge ’s save DC + the level of the spell the caster is trying to cast.

Heal Servitor

Conjuration (Healing)

Level : Zlt 3; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : Your servitor touched; Duration : Instantaneous; Saving Throw : Will negates (harmless); Spell Resistance : Yes (harmless)

This spell functions like heal, but it affects only the zealot's servitor.

Hygiene

Conjuration

Level : Clr 0, Sor/Wiz 0; Components : V, S, M; Casting Time : 1 standard action; Range : Touch; Target : Creature touched; Duration : Instantaneous; Saving Throw : Fortitude negates (harmless, but see below); Spell Resistance : Yes (harmless)

The recipient of this spell will be cleansed, and will smell pleasant.

If the target typically spreads the filth fever disease through its natural attacks, it loses this ability for 1 day if it fails a Fortitude save.

Insectile Carapace

Transmutation

Level : Druid 7, Vermin 7; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 10 min./level (D)

You take on many aspects of a giant insect.

A thick carapace grows around you, granting you +8 natural armor. This shell extends down your arms, granting you a claw attack with each hand (1d3 damage for Small characters or 1d4 damage for Medium characters). Your mouth also develops mandibles, granting you a bite attack (1d4 damage for Small characters or 1d6 damage for Medium characters), but giving you a 20% chance of spell failure when casting spells with verbal components. The claws are primary attacks and the bite is a secondary attack.

You gain +2 enhancement bonuses to your Constitution, Dexterity, and Strength scores, but you take a –6 penalty to Intelligence as well (to a minimum Intelligence score of 3).

You gain a Climb speed of 30 and a +8 bonus on Climb and Jump checks. You can always choose to take 10 on Climb checks, even if rushed or threatened. You also gain darkvision out to 60 ft.

Material Component : A handful of insect husks.

Lifethirster

Necromancy

Level : Blood 5, Sor/Wiz 5; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : One weapon; Duration : 10 min./level; Saving Throw : Will negates (harmless, object); Spell Resistance : Yes (harmless, object)

This spell makes a weapon draw blood when it hits, dealing 1 point of Constitution damage in addition to its normal damage. Each time the weapon deals Constitution damage, you gain 5 temporary hit points. These temporary hit points fade after an hour.

A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. The spell can only be cast on melee weapons and natural weapons.

Protean Reformation

Transmutation

Level : Protean 7; Components : V, S, DF; Casting Time : 1 standard action; Range : Touch; Target : Living creature touched; Duration : Instantaneous; Saving Throw : Fortitude partial; Spell Resistance : Yes

You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

A creature killed by this spell collapses into a seething puddle of flesh and viscera. In this ooze rest protean cysts. The exact number is determined by the subject's size, as given on the cysts produces table, below. The cysts produced in this manner can survive for 1 month after their creation, and then they die.

Subject SizeCysts
Tiny or smaller0
Small1
Medium2
Large4
Huge or bigger8

Protean Touch

Transmutation

Level : Protean 1; Components : V, S, DF; Casting Time : 1 standard action; Range : Touch; Target : Up to one touched living creature/ level; Duration : 1 min/level; Saving Throw : Fortitude negates (harmless); Spell Resistance : Yes

Each target rolls one random protean trait. It may add or subtract up to its Charisma modifier to the roll (if positive). The trait lasts for the duration of the spell.

Sanguine Hex

Necromancy

Level : Blood 4, Sor/Wiz 5; Components : V, S; Casting Time : 1 standard action; Range : Touch; Target : Living creature touched; Duration : Permanent; Saving Throw : Fortitude negates; Spell Resistance : Yes

The subject's wounds hemorrhage uncontrollably. Whenever it takes damage, for any reason, it takes an additional 1d6 damage.

The hex bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Shiverwalk

Transmutation

Level : Cold 8; Components : V, S, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 min./level (D)

You become a creature of cold, your flesh hardening to ice. For the duration of the spell, your type changes to elemental. This means that you are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits. You also gain the cold subtype, which grants you immunity to cold damage, but you take half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Unarmed and melee attacks you make are as if made by a frost weapon, dealing +1d6 points of cold damage on a successful hit.

Your natural armor increases by +4. Ice particles swirl around, granting you concealment (20% miss chance).

You gain the ability to pass through ice as easily as a fish moves through water. Such movement leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence. You can breathe normally inside the ice.

Ice blocks your sight and hearing as normal. You remain visible when in the ice, so others may be able to see you if you are in clear, clean ice. If the spell’s duration runs out or the effect is dispelled before you voluntarily exit the ice, you are violently expelled and take 5d6 points of damage.

Slayer's Oath

Transmutation

Level : Hatred 4, Zlt 4; Components : V, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 day (see text)

You make a spiritual vow to slay a particular creature. For the remainder of the day, you receive a +2 morale bonus to all attack rolls and weapon damage rolls made against the target, and to saving throws versus the target's spells and effects. All critical hit rolls against the target are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. You also receive a +1 morale bonus to all attack and weapon damage rolls made against the target's allies.

If you fail to slay your target before the spell's duration expires, you suffer a –1 morale penalty to attack rolls, saving throws, and skill checks for one week. During this week, you cannot cast slayer's oath.

Spawn Protean Brute

Conjuration (Creation)

Level : Protean 6

As lesser spawn protean brute, except brutes created by this spell may have up to 8 HD, and as each protean trait is rolled, you may add or subtract up to 5 to the die roll.

Spawn Protean Brute, Greater

Conjuration (Creation)

Level : Protean 8

As lesser spawn protean brute, except brutes created by this spell may have up to 12 HD, and as each protean trait is rolled, you may add or subtract up to 10 to the die roll.

Spawn Protean Brute, Lesser

Conjuration (Creation)

Level : Protean 3; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Touch; Targets : One or more protean cysts touched ; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

This spell creates protean brutes that follow your spoken commands.

While casting the spell, choose a general task for each brute, such as guarding, attacking, performing heavy labor, or fighting beside troops. The brutes obey your verbal commands to carry out actions in this general purpose.

A single casting of this spell creates as up to as many HD of protean brutes as you have caster levels, each protean brute having up to 4 HD. You may decide how many HD each protean brute has individually. Roll one protean trait for each HD the creature has.

The protean brutes are real creatures, and as such cannot be dispelled or hedged out. They do, however, require food, water, and sleep, just like real creatures.

The brutes you create remain under your control as long as they live. No matter how many times you use this spell, however, you can control only 2 HD worth of protean creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess creatures from previous castings become uncontrolled (you chooses which creatures are released).

Material Component : One living protean cyst per HD of brute created.

Spawn Protean Cyst

Conjuration (Creation)

Level : Protean 2; Components : S, M, DF, XP; Casting Time : 1 minute; Range : Touch; Effect : One protean cyst created; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You create a protean cyst, a leathery pouch of living flesh. The cyst can survive for 1 month after it's creation, and then it dies.

Material Component : A paste of blood, meat, bone meal, viscera, and rare herbs and reagents worth 25 gp.

XP Cost : 5 XP.

Spawn Protean Imp

Conjuration (Creation)

Level : Protean 5; Components : V, S, M, DF; Casting Time : 1 minute; Range : Touch; Target : One protean cyst touched; Duration : Instantaneous; Saving Throw : None; Spell Resistance : No

You hatch a protean imp from a protean cyst. The imp follows your spoken commands.

The imp is a real creature, and as such cannot be dispelled or hedged out. It does, however, require food, water, and sleep, just like a real creature.

The imp remains under your control as long as it lives. No matter how many times you use this spell, however, you can control only 2 HD worth of protean creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess creatures from previous castings become uncontrolled (you chooses which creatures are released).

Material Component : One living protean cyst.

Temporal Echo

Transmutation

Level : Time 4; Components : V, S, M, DF; Casting Time : 1 standard action; Range : Personal; Target : You; Duration : 1 round/level

For the duration of this spell, your magic echoes through time. When you cast any spell of 4th level or lower with a casting time of 1 standard action, you may cast it again the following round at half the caster level (round down) as a standard action. You must provide the material components for each casting normally.

This process may continue with a spell, halving the caster level each time, until temporal echo's duration expires, the caster level for the spell would be less than 1, or you cast another spell. If you cast another spell, it begins echoing instead.

Material Component : A statuette of you made of polished amber, worth at least 100 gp.

Transmute Water to Wine

Transmutation

Level : Bard 1, Festival 1; Components : V, S, M/DF; Casting Time : 1 standard action; Range : Close (25 ft. + 5 ft./2 levels); Targets : Up to one gallon of water/level; Duration : Permanent; Saving Throw : Fortitude negates (harmless); Spell Resistance : No

This spell transforms up to a gallon per level of clean, normal water into common wine. If the water is part of a larger body, the wine quickly disperses into it. This spell has no effect on holy water, potions, water elementals, and so on.

Arcane Material Component : A grape.