Spell Sources

Obscure Spells

Spells that are hard to find or appear in sources other than the books are linked or reprinted here for ease of reference.

Augment Object

Calm Earth

Detect Attitude (Dragon #323)
Divination
Components; V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes
You sense the target’s attitude toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target’s attitude changes over time, allowing you to know the effectiveness of attempts to change the target’s attitude. If you cast this spell on someone who has not met you, that person’s aura always appears blue (indifferent).

Attitude Aura Color
Helpful Green
Friendly White
Indifferent Blue
Unfriendly Black
Hostile Red

Detect Guilt (Dragon #323)
Divination
Components; V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You sense the presence of guilt in the target creature. This spell in no way reveals why the target feels guilty, only that is does. The level of guilt a creature feels has little to do with whatever act causes the creature’s guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example, while a maid might feel strong guilt about forgetting to mop the kitchen floor.

Severity of Guilt Aura Power
Has occasional pangs of guilt Faint
Stomach churning guilt; worries about what happened Moderate
Loses sleep over what happened; obsesses about it Strong
Wants to take rash actions to avoid the feeling of guilt Overwhelming

Disarm

Empathy (Dragon #313)
Divination [Mind-Affecting]
Components; V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No
You can detect the emotions of a single creature. These emotions are relayed to you as intense feelings of a particular type: fear, hatred, love, anger, joy,
despair, sorrow, desire, apathy, and so on. You sense the strength of the emotion as mild, moderate, or strong. When reading the emotions of a creature, you gain a +2 competence bonus on all Charisma-based checks made against that creature during the duration of the spell.

Fengut

Geyser (Dragon #334)
Evocation [Water]
Components; V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
This spell creates a ray of water that blasts toward one target that you designate. If you successfully hit with a ranged touch attack, the watery jet deals 2d6 points of nonlethal damage, +1d6 per two caster levels (dealing 5d6 damage at 6th level, 6d6 at 8th, and so on) up to a maximum of 8d6 damage at 12th level. In addition, those struck by this spell must save or be knocked prone.

Glossolalia

Lash of the Kraken (Dragon #334)
Transmutation
Components; V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This spell transforms one of your appendages into a lashing, barb-covered tentacle like that of a kraken. This rubbery appendage gives you reach and deals damage as a slam attack appropriate for your size category. The tentacle can be used as a primary natural attack, or as a secondary natural attack in conjunction with a manufactured weapon. You gain the Improved Grab ability with this tentacle attack, as well as the Constrict ability, dealing constrict damage equal to your tentacle damage. A creature with a natural tentacle attack may use its own tentacle damage or that granted by the spell, whichever is greater. It gains the ability to grab and constrict with all of its tentacle attacks if it could not already.

Lesser Tree Healing

Screen of Heat (Dragon #331)
Illusion (Glamer)
Components; V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A screen of heat, up to 10-ft. square/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You create a veil of shimmering heat that blurs and masks a creature’s location, similar to the effect that distorts objects in the distance on a hot day; this grants concealment to any creature perceived through the illusion. The screen is less than an inch thick and is totally intangible. You can make the screen’s hazy illusion either one-sided or two-sided. If it is one-sided, the illusion only affects those looking through the screen from one direction, while those looking through it from the other side are unaffected by the illusion. A see invisibility spell does not counter the effects of this spell, although true seeing does. Creatures that do not rely on sight to perceive opponents suffer no penalties when attacking through the screen.

Shadow Curse (Dragon #322)
Necromancy [Darkness]
Components; V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the subject’s natural healing process to be halted by an infusion of shadow essence. Those so cursed suffer no immediate noticeable effects from the spell, but soon find that they can no longer heal as normal. Creatures affected by this spell can only heal naturally or be affected by magic healing while in an area of bright illumination. Spells that heal damage fail if cast upon the creature in an area of shadowy illumination or darkness and natural healing does not occur while in such areas. This curse can be removed by the break enchantment or remove curse spells as normal.

Seeker’s Chant (Dragon #326)
Divination
Components; V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
You gain a + 1 bonus on Search checks while you utter this chant. However. you also incur a -2 penalty on Move Silently checks as you must constantly intone the words of the chant while concentrating. The chant itself sounds rather like a children’s rhyme and is spoken in a firm voice.

Stonemantle (Dragon #314)
Transmutation [Earth]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny object per caster level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
This spell grants the resilience of stone to weaker objects. You may affect one Tiny or smaller object, or an equivalent number of larger objects, per caster level. A Small object counts as 2 Tiny objects, a Medium object counts as 4, a Large object counts as 8, a Huge object counts as 16, a Gargantuan object count as 32, and a Colossal object counts as 64. The hardness of an object affected by this spell becomes 8, and it has 15 hit points per inch of thickness. If the object to be affected has greater hardness or more hit points, use the better value. The DC to break the object increases by +5 unless the spell did not increase the object’s hardness. The surface of an affected object takes on a faint, dull-gray tint, but its appearance does not otherwise change.

Storm Prison

Undertow

Vengeful Mount (Dragon #326)
Enchantment (Compulsion) [Mind-Affecting]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes a creature of the animal type to shy away from riders or those attempting to use the Handle Animal skill on it. The target animal can attempt a Will save to negate this effect. If the animal fails this save, any creature riding the animal must immediately make a Ride check to remain mounted, usually requiring DC 10 Ride check.

Vision of Fear (Dragon #333)
Divination
Components; V, S
Casting Time: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous/24 hours; see text
Saving Throw: Will negates
Spell Resistance: Yes
You get a sudden vision of either the target’s greatest fear or its most recent source of fear, be it a situation, location, item, type of creature, or individual. You choose which fear to gain knowledge of, either greatest or most recent. The image is drawn directly from the subject’s subconscious and is accompanied by a burst of vivid details. The intensity of the sensations connected to the vision and the clarity of the image is strong enough that the caster is treated as having first-hand knowledge of it for the purposes of scrying effects. This memory is magically aided and remains vivid for 24 hours, after which all but the vaguest images fade from your memory. If you attempt to scry using this memory after vision of fear has expired, you are treated as having second-hand knowledge. If you choose to use this spell to gain knowledge of the subject’s greatest fear, your intimate understanding of the target’s fears causes it to suffer a -2 penalty on Will saves to resist any of your spells with the fear descriptor for the next 24 hours. After that time, your intimate understanding of the target’s mind wanes and the target no longer suffers a penalty against your fear spells. The spell has no effect on targets with an Intelligence lower than 3 or on creatures immune to fear. If the creature’s most recent fear was due to a fear effect from a spell or spell-like ability, you immediately identify the fear as a magical compulsion (and not a true personal fear), although the spell does not also relate an earlier more private fear.

New Spells

Altered Polymorph Spells

Polymorph Self: This spell functions as polymorph, except that the range is reduced to Self.

Polymorph Other: This spell function as polymorph, except that the duration is reduced to 1 round/level.

Altered Summoning Spells

The following spells are changed from summoning spells to beckoning spells:

New Spell Based On…
Beckon Dire Hawk Summon Dire Hawk (MotW)
Devouring Swarm Insect Plague
Beckon Nature’s Allies Summon Nature’s Ally VII

Other Altered Spells

Deathwatch: The information that the spell returns is modified to account for spirit creatures and the wound subsystem:

  • “Fragile” indicates that a creature has 3 or fewer hit points or 3 or more wounds.
  • “Fighting off death” indicates that a creature has 4 or more hit points and 2 or fewer wounds.
  • “Undead” includes any creatures who have died, including those such as einherjar and valkyries that might not usually be considered undead.
  • “Neither alive nor dead” includes spirit creatures that have melded with other creatures or objects, such as a possessing demon, a hibernating lake spirit, a tree spirit in its tree, and the like.

Spirits are capable of using Spirit Sense to hide from this spell, but only while they are not within line of sight of the caster (such as when they are melded with other creatures or objects); once a spirit has been seen, it can no longer attempt to hide from that casting of the spell.

Total Repair: This spell can also target a single non-construct object or structure up to 20 feet by 20 feet by 10 feet in size, in which case the object or structure is restored to full hit points (and hardness, if its hardness has been reduced in some way).

Spell Sources

Saga of the Northlands PsychicTheurge