Spells

Age Unto Dust
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You accelerate the flow of time around a creature, aging it years in a matter of seconds. Each round, the creature must make a Fortitude save or be aged 1d4 years. Even if it successfully saves, it is still aged one year. If this aging causes it to advance an age category, it gains any penalties to physical ability scores entailed by this, but does not gain the corresponding bonuses to mental ability scores. If a creature is aged up to or beyond its maximum age by this spell, then it dies. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. Once a creature has been aged by this spell, it cannot be affected by it again unless the aging is undone.

Age unto dust counters and dispels second youth.

Anachrognosis
Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 round/level

Sometimes the easiest way to answer a question is to simply ask yourself. This spell creates a telepathic link between you and your future self. Each round, you may ask a question of yourself. Because of the difficulties in communicating through time, your self can only give one word answers, though your questions can be as long as needed. Your future self will never lie to you, but it is not omniscient. Some questions may be outside of its range of knowledge, whereas it may give a false answer for others, because it believes that answer to be true. This spell can easily create paradoxes, because most times, your future self learned the answer to the question by casting the spell in the past, creating a casual loop. However, this manner of paradox is relatively minor, and causes no threat to casualty as a whole.

Arcane Blast
Evocation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting time: 1 full round
Range: Close (25 ft + 5/level)
Target/Area/Effect: Line extending from caster to the extreme of the range
Duration: Instantaneous
Saving throws: Reflex half
Spell resistance: Yes
Arcane Blast draws upon the unseen arcane powers of the multiverse to create a long, highly powerful beam of arcane energy originating in your hands to smite your enemies. The beam inflicts 2d6+1 points of damage (max 40d6+20) to everything in its path. It can affect both physical and magical objects. It can affect ethereal entities as well. Creatures do not stop it, but it must destroy any physical barriers to continue. It has a 50% chance to destroy an antimagic field.
Material Component: a long thing gemstone of at least 3000 GP in value
XP cost: 5000 XP

Army of Myself
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One alternate self/4 levels, no two of which may be more than 30 ft. away
Duration: 1 round/level (D)

You summon alternate versions of yourself from different timelines to aid in your fight. Each self appears when you designate and act on your turn. You do not have direct control over your alternate selves, but each one does what you would have done–in effect, the same player controls all the characters, but the summoning character does not control the summoned characters. Each alternate self is an exact duplicate of you, but each one has eight negative levels. Each alternate self possesses all the items you do, but magical items are replaced with their non-magical equivalents. Each alternate self is at full hp, is fully rested, and has all spells ready to be cast. If one of your alternate selves is killed, you and the other alternate selves are not killed.

Combat Contrivance
Evocation [Force] *
Level: Sorcerer/Wizard 2
Components: V,S,F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 Minute/level or until discharged (D)
Saving Throw: None
Spell Resistance: Yes

As shield, except that once per round as a free action, you may direct the shield to fire one magic missile (as described in the spell) at a target of your choice within range. Once the shield has fired a number of missiles equal to your level (maximum 10 missiles), the shield disappears. The focus for this spell is a tiny crystal spiked shield.

Chronomancer’s Celerity
Transmutation
Level: Sor/Wiz 6
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

You accelerate the flow of time around you, allowing you to act with immense speed. You may take an additional standard, move, or swift action each round, although you may not take an extra action if you make a full round action. You gain a +30 enhancement bonus to your base land speed, gain a +5 enhancement bonus on attack rolls, and gain a +5 doge bonus to AC and on Reflex saves.

However, such powerful magic is not without cost. Your aging is accelerated, and you must make a Fortitude save each round or be aged 1d4 years. Even if you successfully save, you are still aged 1 year. If this aging causes you to advance an age category, you gain any penalties to physical ability scores entailed by this, but do not gain the corresponding bonuses to mental ability scores. If you are aged up to or beyond your maximum age, you die. Only a limited wish, miracle, wish, or another effect of similar power can undo this aging. In addition, each round, you must spend 1,000 xp, or this spell’s duration ends.

XP Cost:
1,000 xp per round.

Darkness Star
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: 40 ft
Duration: Instantaneous
Saving throws: Reflex half
Spell resistance: Yes

When cast, an eight-pronged star erupts from your hand and rushes forward for forty feet. It continues moving until it reaches its forty-foot limit or meets with an object that it can’t break through. If not it vanishes. When striking creatures, it continues along it’s path until it reaches forty feet until it reaches 40 feet from where it originated dealing 6d6 points of damage. It is five feet wide and anything on the edge of the row that the star is in takes half damage and if there is a creature in the square in front of the spell when it ends it also takes

Dispel Paradox
Transmutation
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 10 minutes
Range: See text
Target: One spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you can undo the effects of any spell that allows a creature to travel or communicate through time, such as teleport through time or anachrognosis, by merging the present timeline with one in which the spell was never used. Doing so undoes all effects of the targeted spell–any changes to history made by its caster are undone, any anachronistic knowledge gained with it is lost, and so on. The spell slot used to cast the spell remains expended, and any XP spent casting the spell remains spent. Although this spell is commonly used to reverse paradoxes created in time travel, it can still undo effects that resulted in no paradoxes.

To undo a spell, you must know who cast it, and exactly what spell it was. You do not need any physical proximity to the spell’s caster, but you must have temporal proximity. You can only cast this spell up to seven days before or after the time when the targeted spell was cast, or up to seven days before or after the point in time where the spell sent its target. You and the caster of the targeted spell make opposed caster level checks, and if you succeed, that spell’s effects are undone. You can add up to +20 to your caster level check.

Dispel paradox can counter any spell that allows a creature to travel or communicate through time.

XP Cost:
100 xp.

Enhancer-Disabler
Transmutation
Level: Sorcerer/Wizard 9
Components: V,S
Casting Time: 1 action
Range: Personal or Medium (100 feet + 10 feet/level)
Target: Caster or one creature
Duration: 10 minutes/level or Instantaneous
Saving Throw: None or Fortitude partial
Spell Resistance: Yes

You gain a +6 resistance bonus to saving throws. You gain a +5 deflection bonus to AC, a +5 natural armor bonus to AC, energy resistance 5/3 levels to all energy types (max 50), and a +6 enhancement bonus to two ability scores.
Alternately, choose a target within range. The target takes 1d6 points of ability damage, +1 per 2 caster levels, to all ability scores. On a successful save, they take only 1d6 ability damage to all scores.

Escape from the Real
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 5 rounds

You step outside of time and space, ceasing to exist for the moment. As you cast this spell, you and all items you are carrying disappear, vanishing into nothingness. You reappear in the same space at the end of this spell’s duration. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

Illven’s Molten Bones
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft +10/level)
Duration: Instantaneous
Saving throws: Fortitude partial
Spell resistance: Yes

You transform the skeletal structure (or its equivalent) into molten lava. A successful fortitude save deals 8d6 points of fire damage. A failed save results in the death of the victim as its support system fails.
Note: if cast on a creature under the effects of Transmute Blood to Oil and they fail their save, the creature instantly dies as the oil in its system ignites and explodes. This explosion deals 15d6 points of fire damage in a 20 foot radius centered on the target.

Merik’s Arcane Beam
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 400 ft. + 40 ft./level line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You can fire a 15 ft. wide beam of pure force powerful enough to level half of a city. The beam deals 1d12 damage per caster level to anything that is in its path. If the damage caused to an interposing barrier is enough to break or shatter it, the beam continues until it reaches the end of its range.

Paradox Haze
Transmutation
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: 60 ft.
Area: 60 ft.-radius emanation, centered on you
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

You distort the nature of time around you, temporarily fusing your timeline with another, and allowing the time of each to flow together. Each creature in the area of this spell may take two rounds worth of actions every round.

XP Cost:
1,000 xp.

Paradox Meditation
Divination
Level: Wiz 8
Components: V, S, XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You exchange your prepared spells with those of an alternate you from a different timeline. You may unprepare all your prepared spells, and then prepare new spells in all of your newly emptied spell slots. If you had expended spell slots when you cast this spell, they are not restored, and you may not prepare new spells in them.

XP Cost:
500 xp

Prismatic Trap
Abjuration
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: See text
Spell Resistance: Yes

You imbue an object with a sevenfold trap that unleashes a cascade of prismatic energies when triggered. When casting prismatic trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a wave of prismatic energies is discharged in a 5-ft. radius around the object’s center. All creatures caught in the blast are blinded automatically for 2d4 rounds, and must save against the separate effects of each layer of the trap:
Color
Effect
Save
Save DC
Red
10 fire damage
Reflex half
25
Orange
15 acid damage
Reflex half
26
Yellow
25 electricity damage
Reflex half
27
Green
Poison deals 1d12 Constitution damage
Fortitude half
28
Blue
Turned to stone
Fortitude negates
29
Indigo
Driven mad, as the insanity spell
Will negates
30
Violet
50 damage, disintegrated if reduced to 0 or less hp
Fortitude half
31

An item trapped by this spell cannot have a second closure or warding spell placed on it. A knock spell does not bypass a prismatic trap. An unsuccessful dispel magic spell does not detonate the spell. You can use the trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a trapped object to an individual usually involves setting a password that you can share with friends.

Each layer of the trap is treated as being a separate trap for purposes of being found and disabled with the Search and Disable Device skills. The DC’s to find and disable each layer of the trap are given in the table above.

Material Component
Dust from various gems, worth 500 gp.

Reality Rift
Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cast a creature outside of time and space, temporarily negating its existence. If it fails its save, it and all items it is carrying disappear into nothingness, ceasing to exist. At the end of this spell’s duration, that creature reappears where it was. If another creature or object is occupying the space it reappears in, then the target is shunted off to the nearest open space and takes 1d6 points of damage per 5 ft. it traveled.

Reality Rift, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 9
Duration: Instantaneous or 1 round/level (see text)
Saving Throw: Will partial

This spell functions as reality rift except as above. In addition, even if the creature succeeds it save, it still disappears for 1 round/level. However, if it fails its save, it is permanently removed from reality, disappearing forever. It cannot be resurrected, because it is not dead–it simply does not exist. Only a miracle, wish, or another effect of equal power can bring back a creature whose existence has been negated in this way.

Second Youth
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates, then Fortitude partial (see text)
Spell Resistance: Yes

You reverse the flow of time around a creature, undoing the effects of its aging. Each round, the creature must make a Fortitude save or have its age reduced by 1d4 years. Even if it saves, its age is reduced by 1 year. If this aging causes it to regress an age category, it loses any penalties to physical ability scores from its prior age category, but does not lose the corresponding bonuses to mental ability scores. If a creature’s age is reduced below one year, then that creatures experiences unbirth, and ceases to exist. Only a limited wish, miracle, wish, or another effect of similar power can undo this reverse aging. Once a creature has been unaged by this spell, it cannot be affected by it again unless the reverse aging is undone.

Second youth counters and dispels age unto dust.

Sin Harvest
Evocation
Level: 5th level Sor/Wiz
Components: V
Casting time: 1 swift action
Range: Medium (100+10 per caster level)
Target/Area/Effect: 1 creature
Duration: instantaneous
Saving throws: Yes, Reflex and Fortitude
Spell resistance: Yes

By calling upon the dark powers of the netherworld you rip the foul deeds and wishes of a living creatures out of them, causing them to cry out in pain.
The dark energies created by this spell rip out the very essence of evil from a creature, causing chaos in their soul. The creature targeted by this spell takes 1d6 per caster level points of damage. The victim is allowed a reflex saving throw to avoid the spells targeting. If the reflex save is successful then the spell simple winks out of existence. Should the reflex save fail then the target is allowed a fortitude save for half damage.

Temporal Healing
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You heal yourself by projecting your wounds into the future. You are healed 1d10 hp per caster level. However, eventually your wounds catch up with you. 1d6 hours later, you take as much damage as you were healed earlier.

Temporal Meddling
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Until discharged, then one to five rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The next time the target creature casts a spell, that spell does not take immediate effect. Instead, its effect is suspended for between one and five rounds, your choice, after which it takes effect. If, when the spell takes effect, it cannot take effect normally – for example, because its targets are out of range – then the spell is countered.

Time Walk
Conjuration (Teleportation)
Level: Sor/Wiz 9
Casting Time: 1 round
Components: V, S, XP
Range: Personal
Target: You
Duration: 1 hour/level

This spell allows you to travel between one and seven days into the future. You must designate a specific minute to travel to, although temporal drift means you will arrive either 1d8 minutes before the specified minute or 1d8 minutes after. You arrive in the same point in space you were in when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled.

There is a chance that the spell misfires, causing complications. When you cast this spell, roll 1d20. If you roll a 1, you experience a misfire. Your mind is overload, and you take 1d6 points of Intelligence damage. In addition, you greatly miss your mark. Roll 1d6, and consult the table below. It is possible to travel into the past if a misfire occurs. If this occurs, see the teleport through time spell, as some aspects of traveling into the past are different than traveling into the future. However at the end of the spell’s duration, you still return to where and when you were when you cast the spell.

Roll
Time Traveled
Direction
1
1d6 years
Past
2
1d10 weeks
Past
3
3d12 days
Past
4
3d12 days
Future
5
1d10 weeks
Future
6
1d6 years
Future

Because of the difficulties of traveling forwards in time, you cannot bring along other creatures or items, even the ones you are currently wearing. However, your items still exist in the future you traveled to, and are where they where when you cast this spell unless they have been disturbed. Thus, many spellcasters will give their items to a trusted friend before using this spell.

When using this spell, it is possible to meet your future self. Unlike when traveling into the past, as with the teleport through time spell, you and your future self are not compelled to attack each other, because your future self has already experienced this, unlike past selves, and the two of you are thus not prone to the manic rage that results from two selves unexpectedly coming in contact each other. This contact with your other self. may lead to potential paradoxes–if you are killed in the future, then both you and your future self die. If your future self dies, then you are likely to experience the same fate, although you can use the knowledge acquired by traveling through time to avoid it. Any paradoxes that may ensue are not significant enough to threaten casualty as a whole. At the end of this spell’s duration, you return to the point in time and space you were at when you cast this spell. If another creature or object is occupying the space you reappear in, then you are shunted off to the nearest open space and take 1d6 points of damage per 5 ft. you traveled. XP Cost:

1,000 xp.

Transmutable Enhancer
Transmutation
Level: Sorcerer/Wizard 3
Components: V,S,F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject is granted an enhancement bonus of +4 to any ability score, chosen by the caster at the time of casting. As a standard action, the recipient of the spell may change which ability score is granted the bonus. The subject may do this as often as he likes for the duration of the spell.
The focus for this spell is a pair of small carved people of the caster’s race, one smiling, wearing a robe and holding a book and staff, the other grimacing, wearing armor and holding a sword and shield.

Transmute blood to oil
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft +10/level)
Duration: 3 turns
Saving throws: Fortitude save
Spell resistance: Yes

Wielding primal arcane magic’s, you turn your opponent’s blood (or equivalent) into oil. The target gets a fortitude save which, if successful, manages to shrug off the spell. However if they fail, the blood turns to oil and they immediately start to die. In the first round following this spells casting the target falls to 0 hit points. The next round they fall to -1, and the third round they die. Polymorph any object can be used to transmute the oil back into blood. Also a heal spell that makes a successful caster level check (opponents casters level +11) can successfully change the oil back.
Material components: a drop of oil.

Turn Back Time
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: Instantaneous

You reverse time, undoing the events of the turn that just happened and bringing you back to your last round. Only you remember what happened before you reversed time, though you can share this knowledge. All characters may take completely different actions from what they did before. However, even though the events of the round are undone, the spell slot that contained or was used to cast this spell remains expended, and the XP spent casting the spell remains spent.

XP Cost:
1,500 xp.

Wind Back the Key

Transmutation
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You reverse the flow of time around an item, restoring it to its original, undamaged state. Any damage the item has is repaired. If the item has been destroyed, then this spell restores it to full, working order.

XP Cost:
150 xp.

Spells

Adventures in Thary Kaean