Real Magic Spells

Magic Spells Store

These eBooks can teach you how magic is something that you can easily learn on your own, at your own home. What if you had the ability to cast powerful love spells that could cause anyone to fall in love with you, or get your ex back? What if you had the power to cast spells to cause you to win the lottery or attract all the money you could ever want? What if you could cast spells to protect yourself, become a vampire, give yourself superhuman beauty, or heal yourself or anyone you know? Crystal Whitestone is a High White Witch that has learned the most powerful magic from the best mentors all over the world. Magic is real, and anyone who does not believe believes that at their peril. This set of books can teach even those who do not believe in magic to learn to cast powerful spells. The world can be yours. Read more here...

Magic Spells Store Summary


4.7 stars out of 15 votes

Contents: Spells Ebooks
Author: Crystal Whitestone
Price: $15.95

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My Magic Spells Store Review

Highly Recommended

The author presents a well detailed summery of the major headings. As a professional in this field, I must say that the points shared in this book are precise.

I give this ebook my highest rating, 10/10 and personally recommend it.

Detecting Magic Zones

Any arcane spellcaster can sense strong magic zones. Positive magic zones may give the caster a heady rush of confidence. He may feel healthier or younger than he has in several years. His skin tingles and his senses seem far more vivid than normal. Negative magic zones cause the opposite sensations. Spellcasters may feel achy or uncomfortable. They complain of small ailments and their senses seem dulled. These symptoms have no game These sensations can give spellcasters a hint of an area's geomantic possibilities, but they cannot be relied upon for usable information. Only characters who have talent in dowsing can fully discern what kind of magical forces flow through their surroundings.

Researching New Spells

The proper way to create new spells exactly as you want them requires tedious research, experimentation, and trial and error. Many magic users, however, simply create spells on the fly (see above), but even they may research spells for very important occasions, and when time allows. To create such spells the player should build the spell exactly as detailed in the Spell Creation System, and pass a success roll in the proper skill vs. the Difficulty to Conceive. However, the time to Research the Spell is equal to 10x the base Time of the spell. When he is finished he can be assured the spell will operate exactly as he intended. He many then write down the complete formula of the spell in his grimoire, clay tablet, or whatever, so that he may cast it whenever he needs it. Next, to cast the spell he must spend the listed time, energy, and make a successful roll vs. the Difficulty to Cast just as normal.

New Spells For Dreams

In addition to the use of magic within dreams, there are a few new spells that a character can cast in the waking world that have an affect on his dreams or lucid dreaming. The spells are available to arcane casters and to clerics who take the domain of Dreams. The complete details of these spells can be found in Appendix II at the end of this book. Circle of dreams allows the spellcaster to bring a group of friends into a dream with him. Dream mastery is a powerful spell that allows the user to alter dream reality with ease. The caster performs this ritual before sleeping, and receives the benefits of the spell for the duration of his next dream. Nocturnal stability allows the caster to stabilize a dream that he is in, preventing the typical shifting of reality that can occur within an imaginary landscape. Like dream mastery, this spell is cast before going to sleep. Oneiric bolt is a weapon that specifically targets dream creatures. If used on a lucid dreamer or the self-image of...

Hear Me and make all spirits subject unto Me so that every Spirit of the Firinament and of the Ether upon the Earth and

This is He, Who having made Voice by His commandment is the Lord of all Things King, Ruler and Helper. Hear Me, and make all spirits subject unto Me so that every Spirit of the Firmament and of the Ether upon the Earth and under the Earth on dry Land and in the Water of Whirling Air, and of rushing Fire, and every Spell and Scourge of God may be obedient unto Me. of the Father, the Sun, of Hadith, of the spell of the Aeon of Horus

Negative Magic Zones Con TinaEd

Strong negative magic zones can siphon the energy from spellcasters, leaving them pale and enfeebled by null magic. Those who have suffered the draining effects of null magic liken the experience to being violently ill. The magic gushes from the caster's soul in a series of racking convulsions, leaving him stunned for 1d10 rounds during this time he receives a temporary Spell Resistance of 15. In addition, the character must roll on the following table. There is no saving throw to avoid these effects. Forgotten Spell The character temporarily loses one spell. For wizards (and other spellcasters who memorize spells) this means forgetting one of the spells memorized for that day, which is then lost as if it had been cast. Sorcerers (and other spontaneous spellcasters) lose one spell slot for that day. The GM should randomly determine which spell or spell slot is lost. This is in addition to the spell cast in the negative magic zone. It can be regained normally, through rest and...

Spell Resistance Sun Solstice

* A solar diameter is the time it takes the sun to travel its own diameter across the sky. Invoking the spell does not require being outdoors or in daylight. An astrologer can also specify a target for the spell formula if the target remains within the astrologer's sight during the time it takes to compute the spell formula, or if the astrologer has some knowledge about or connection to the target. If a target subject is specified, invoking the spell against anything else results in automatic failure. Specifying a target earns bonuses to the Astrology check for computing the spell formula, as shown in the table below Concentration check fails or if the astrologer voluntarily stops computing, the spell formula automatically fails. Astrological Fetish A spell formulae with a duration longer than a solar phase requires the creation of an astrological fetish. Fetishes are intimate constructions that cannot be made for other characters. Only the fetish's creator can invoke the spell...

Spell Casting Categories

There are several different Spell Casting Categories (not nessessarily related to the Effect Type). These Categories will be discussed in other sections and in Atomik Grimoire. To use spells in that category you must specialize in it with your Magic System skill, for instanance, Thaumaturgy(Creation Spells)._

Spell Casting

To cast a spell you must spend the required time, expend MP energy, and perform whatever rituals and gestures are required. You must also make a Task Roll when you have finished to determine if you were successful. This roll is equal to your Characteristic + Spell Skill + 3D6 (or 1D10). The base Characteristic is your Mage Stat or whatever the GM deemed the proper characteristic for the spell. The skill to use is often Magic System (Category) where Magic System is the system of magic he uses (Thaumaturgy for Magery, or Elementalism) and Category is the Spell Casting Category (such as Creation or Necromancy). For instance, a priest casting a Healing spell would use Holy Magic (Physiology). A wizard casting a Fireball spell would use Thaumaturgy (Elemental). Typically, your roll is unopposed, using a Difficulty Value as listed for the spell. However, if a spell is ever cast against a Willful target (man, beast, demi-god), such spells are Opposed (even friendly spells). See Defending...

Creating Spells

Every spell is unique, and can be created in countless different ways. Remember, a spell is a process not a physical thing. To represent the collection of energies and patterns known as a spell it is necessary to outline exactly what it does, how long it takes, and how difficult it is to cast. The system be low will give us the raw stats of any spell which can possibly be conceived. The raw stats will later be altered to suit the Spell System (Magery, Elementalism, whatever), and customized a bit for good measure. Category Tells exactly what Spell Casting Category this spell is in (Mental, Physiology, etc.). The Category must be assigned, and is not necessarily related to the Primary (or Secondary) Effect of the spell, though in many cases it will be. This is not a hard and fast rule. Primary The Primary Effect of the Spell. The most powerful part of the spell. Secondary Any Secondary effects that were added. Energy The raw Mana energy required to cast the spell. Difficulty to...

Spell Effects Table

The table below shows all Effect Types and their Cost per level. This Cost per Level will determine the energy (MP) and time it takes to cast. 5 + 1x means the Effect cost 5, plus 1 per level. 14 means the Effect simply cost 14 and there are no levels. The next column is Difficulty (DV), which gives the default Difficulty to Create and Cast a spell with this Effect(s). DV 5 + 1x means this Effect gives a DV target of 5 plus 1 per level. A 14 DV means the Difficulty is a flat 14 DV.

Protection Spells

Generally speaking, protection spells can be defined by existing effects. A spell designed to shield someone against fire can be resist elements or protection from elements, depending how many points have been invested. A ward against weapons would be mage armor. However, it should be possible to exceed the effects of these traditional spells if the caster has especially strong sympathies to the source of damage. For example, if the caster wants to create a spell that protects her from one specific sword and she has a tie to the weapon say, its scabbard, or wire from its hilt she would get no overall bonus against normal attacks but the spell might provide her + 1 AC per ritual point versus attacks made with that weapon. With a particularly clever ritual, the spell might also absorb damage inflicted by the weapon, providing one point of Damage Reduction for each ritual point invested in the spell. Sometimes a caster will want to do something that is not so easily defined say, ensure...

Mimic Spell Effect

DC 15 + spell level for class spell 20 + spell level for other spell Dream Point Cost 2 points per spell level 1 point for 0-level effect Effect In dreams, reality is an extension of the will. Anyone can fly or turn invisible, if they have the belief necessary to make it happen. By using Lucid Dreaming in this manner, a lucid dreamer can replicate the effects of a spell, provided that he has enough dream points available. The effect is actually considered to be a spell-like ability as opposed to a spell material components are not required and armor will not restrict the casting of the spell. Also, anything that would normally be drawn from the caster's level should instead use the caster's ranks in Lucid Dreaming as a base value. However, it is easier for the user to generate effects she is familiar with as a result, the DC is reduced if the user is duplicating a spell that is normally available to her class. There is only one spell that cannot be duplicated in this manner the spell...

Magic Zones

Magic zones affect spells, spell-like abilities, and magic items, amplifying them several times over or weakening them to insignificance. Some zones are so powerful that magic crashes through them like waves in a stormy sea. Others siphon off the energy of spells completely, leaving the caster weakened and drained. Most locations are neutral magic zones that follow the normal rules for spellcasting there is enough magical energy to cast spells, but not enough to give them a significant boost or penalty. Magic zones must be stationary, as they are dependent on the position of the landscape elements around them. Although these rules are intended for arcane spellcasters, such as wizards, sorcerers and bards, they can also be applied to divine casters at the GM's discretion. Magic zones should affect only one type of magic at a time, whether it is divine or arcane power.

Magical Power

This is particularly true of moral and political reform. Hitler would have got exactly nowhere if he had been content to announce his evangel he became master of Germany, and, for a time, of nearly all Europe, by playing upon existing instruments of human passion the revenge-lust of Central Europe, the panic of the Blimps and Junkers, the discontent of the property-lacking classes, the pride and ambition of the Prussian military clique, and so on. When he had used them to the full, he callously flung them to the wolves. But make no mistake The Magical Power behind all his actions lay in himself. He had succeeded In making himself a prophet, like Mohammed even a symbol, like the Cross of the Crusades. His magical technique was indescribably admirable he adopted the Swastika, the Hammer of Thor, the distinctive dress, the slogan, the gestures, the greeting he even imposed a Sacred Book upon the people. If that book had only been more mystic and incomprehensible, instead of reasonable,...

Recalling Old Spells

Once you have successfully Conceived a spell (see Creating New Spells), you can use it again and again, so long has you have written the formulae down, or can recall it from memory. If you must recall an old spell to cast again, make a Intelligence roll (INT + 3D6) vs. the spell's Difficulty to Conceive. If you succeed you can recreate the spell to use again. If you fail then the formulae has slipped your mind. Of course, if you had written it down in a book (or are reading it from a tome or grimoire), then there is no need to roll for this.

Magic Spell Slot

Strong negative magic zones those of levels -3 and -4 are called null magic zones. When characters attempt to cast spells in these zones, there is a chance that the caster will suffer a random magical effect. When casting in a strong negative magic zone, make a spellcaster level check against DC of 10 + (the spell's level) + (the zone's level). (For this formula, disregard the minus sign in the zone's level.) A natural 1 on this roll is always a failure, regardless of the character's level or attribute bonuses. If the level check fails, the caster's spell will function as intended though weakened by the variable multiplyer but he will suffer the effects of null magic (see below). Effects produced by magic items are not affected by null magic, and negative magic zones cannot exceed level -4, at which level the spell is completely nullified as it is cast (all of its variables are automatically 0, and the spell slot is lost as if it had been successfully cast).

Creating A Transformed Elementalist

Elemental Vulnerability (Ex) The transformed elementalist suffers double damage from spells powered by her opposing element, as listed on the elementalist spell list. If a save is Elemental Mastery (Ex) The transformed elementalist gains mastery of her element much like an elemental has against transformed air elementalists, airborne creatures suffer a -1 penalty to attack and damage rolls transformed earth elementalists gain a +1 attack and damage bonus if both it and its foe touch the ground against transformed fire elementalists, creatures with the fire subtype suffer a -1 penalty to attack and damage rolls and transformed water elementalists gain a +1 attack and damage bonus if both it and its opponent touch water. Also, the transformed ele-mentalist is immune to the effects of all spells in the ele-mentalist spell list for her specialized element. Skills Balance +6, Bluff +12, Climb +6, Concentration + 12, Decipher Script +8, Diplomacy +2, Gather Information +10, Knowledge...

Thlevel Elementalist Spells

* Note Spells with an asterisk (*) next to them are new spells found in the Grimoire of Occult Lore (Appendix Two of this book, starting on page 214). Like a tide, magic can be affected by the land itself. The proper arrangement of mountains, lakes, and valleys can trap magic in a region, creating an area of immense magical power. The master reached for the ornate sextant-like device at his belt, and after peering into the strange device for a moment, again knelt to note some measurements on a much-abused scroll stretched open by a few stones. Suddenly his expression turned dark. He checked the carefully plotted diagram the scroll contained once more, before shaking his head and turning to his apprentice with poorly concealed distress. He continued his lecture, looking pointedly at the sterile river below But if manipulated for ill purposes, the position of those natural features can create a rushing torrent of energy, leaving one locale devoid of energy and another awash in seething...

EncbAnrmenr Bonus Costs

Magical versions of the tools provide an Herbalism or Alchemy check bonus anywhere from +1 to +5, in addition to any special enchantments they might possess (see below for examples of these). Masterwork tools provide a bonus of +2 to an Herbalism or Alchemy check, but this doesn't stack if multiple tools of similar quality are used if masterwork tools are used in conjunction with magical tools, then only the highest bonus applies. In order to make magical tools, you must have the Craft Wondrous Item feat as well as the appropriate Craft skill, such as Craft (pottery) or Craft (glassblowing). You must also have a spellcaster level at least three times higher than the intended enchantment bonus. The enchantment bonuses given below apply only to Herbalism or Alchemy skill checks, and then only if the tool bearing said bonus is used in making an herbal concoction or an alchemical solution. The cost for making such an enchanted tool or alchemical solution is equal to one-third of the...

New Wond Rous Item CLac Ker

The clacker is a magic item that interferes with road sailing. A clacker consists of a three-foot-long wooden rod and the complete skull of a pack animal. The jawbone of the pack animal is buried beneath the road, and the rod is hammered into the road directly above the jawbone. The skull surmounts the rod. Whenever someone using the sail the road spell passes within ten feet of a clacker, the skull spins and emits a crackling claxon. The road sailor must make a Concentration check with a DC equal to 15 + the clacker's caster level. Failing this check ends the spell and stuns the sailor (and any creature accompanying her) for 2d6 minutes. If the rod is broken or ever uprooted from its initial spot, the clacker is ruined many times protection spells are cast on clackers to keep road sailors from vandalizing them. If the creature is aware of the clacker, it can prevent the clacker from sounding the alarm by making a Reflex saving throw with a DC equal to 15 plus the caster level.

Rest Thoughtforms Matos Spells And Magic

Lost Spell The character permanently loses one randomly determined spell from his spells known if he is a wizard (or similar spellcaster who memorizes spells), or one 0-level spell slot if he is a sorcerer (or other spontaneous spellcaster). The spell may be relearned normally, by advancing a level or learning it from a scroll. A wish, restoration, or miracle spell can also restore the lost spell. Lack of Confidence Whenever the character attempts to cast a spell from the same school as the spell that led to the magical drain, he must make a Will save (DC 20 + spell's level). If unsuccessful, the spell fails. This kind of spell failure does not lead to further null magic. This effect is permanent, but can be removed by a restoration spell. No Confidence Whenever he attempts to cast any spell, the spellcaster must make a Will save (DC 20 + spell's level). If unsuccessful, the spell fails. This kind of spell failure does not lead to further null magic. This effect is permanent, and can...

Magical Stones Or Amulets

Of the deceased in dynastic times, we probably have a survival of the green schist amulet of predynastic times in Egypt, both as regards the object with which it was made and the material. But the custom of writing hekau, or words of power, upon papyrus is almost as old as that of writing them upon stone, and we see from the inscription on the walls of the corridors and chambers of the pyramid of Unas, king of Egypt about B.C. 3300, that a book with words of magical power was buried with him. 1 Elsewhere 2 we are told that the book which Teta, king of Egypt about B.C. 3266, had with him hath effect upon the heart of the gods and there is no doubt that the object of every religious text ever written on tomb, stele, amulet, coffin, papyrus, etc., was to bring the gods under the power of the deceased, so that he might be able to compel them to do his will.

Mundane Concoctions

Ability to augment a spellcaster's healing power. Apir Another trait of the anise plant is its ability to diminish flatulence. This may be the reason why so many cultures include it as a spice in certain gas-heavy dishes. In babies, it's used to treat colic. It's also used as a bathing soap for removing the stink caused by such aromatically aggressive animals as skunks and polecats. Powder made from anise leaves can, to a small extent, shield a person from the stench of such spells as stinking cloud, and other odiferous effects, giving her a +1 save bonus for two days to resist the debilitating effects of such powerful odors. For it to work, the powder must be rubbed into the skin.

New Wond Rous Item Vapor LeecH

This is not a typical magic item a length of bitterroot must first be enchanted by a skilled spellcaster as per the Craft Wondrous Item feat, then awakened and imprinted using the Herbalism skill (DC 18). If a spellcaster wants to make the device command word-activated rather than catalyst-activated, the price increases by +2,000 gp.

Dew MagicaL Concoccion PiGBAiLs HexwARd

Grace Pigbail, great-granddaughter to the nth degree of Enrick Pigbail, invented the recipe that produces this mistletoe-based concoction, which confers upon the person ingesting it an enhanced Spell Resistance. In almost every way it resembles allheal tonic, but with a slight difference in color it is milky white but tinged with red, almost as if blood has been mixed into it. Once drunk, the liquid disperses through the imbiber's body like a million creeping, crawling ants and spiders. After two rounds, this irritating, maddening sensation fades and the imbiber gains a Spell Resistance of 15 for the next two hours.

Dew MagicaL Concoccion DeatH AppLe

Disease, death effects, necromantic effects, and mind-influencing effects it is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain it loses its Constitution score and becomes immune to effects requiring Fortitude saves it makes Concentration checks using its Charisma modifier if a spellcaster it gains Darkvision to 60 feet it cannot die from massive damage, but is immediately destroyed when reduced to 0 hit points or less, and cannot be raised and so on.

Magical Figures

The Greeks and Romans, knowing that if they were once shattered the spirits which dwelt in them would have no place wherein to dwell, and would thereby be rendered homeless and powerless. It will be remembered that it is stated in the Apocryphal Gospels that when the Virgin Mary and her Son arrived in Egypt there was a movement and quaking throughout all the land, and all the idols fell down from their pedestals and were broken in pieces. Then all the priests and nobles went to a certain priest with whom a devil used to speak from out of the idol, and they asked him the meaning of these things and when he had explained to them that the footstep of the son of the secret and hidden god had fallen upon the land of Egypt, they accepted his counsel and made a figure of this god. The Egyptians acknowledged that the new god was greater than all their gods together, and they were quite prepared to set up a statue of him because they believed that in so doing they would compel at least a...

Perfect Weat Her Control

Spell Resistance No This spell is as improved control weather, but it works even more quickly and gives the caster complete control over the weather pheonomena. It takes 1 round to cast the spell and another round for the effects to manifest. You choose which weather phenomena you want to manifest, and are not limited to seasonal considerations or the phenomena listed on the control weather season table. Contradictory conditions are now possible simultaneously. You control the direction and intensity of the wind, as well as where lightning strikes and the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 1 round later.

Putrify pood And DRink

Target 1 cubic ft. level of food and water Duration Instantaneous Saving Throw Will negates Spell Resistance Yes (object) This spell is the opposite of purify food and drink, poisoning 1 cubic foot level of food and water. If used on water, it makes the water smell awful and its color turns to brown food rots instantaneously. Anyone who eats the food or drinks the water will contract blinding sickness. Unholy water and similar food and drink is purified by putrify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

The Amulet Of The Ladder

Came forth into heaven when he made use of his magical power upon Ra. . . . For Pepi is thy son, and Pepi is Horus, and thou hast given birth unto Pepi even as thou hast given birth unto the god who is the lord of the Ladder (i.e., Horus) and thou shalt give unto Pepi the Ladder of the god (i.e., Horus), thou shalt give unto him the Ladder of the god Set whereby this Pepi shall come forth into heaven when he shall have made use of his magical power upon Ra. O 'thou god of those whose doubles (kau) pass onwards, (when the Eye of Horus soareth upon the wing of 'Thoth on the east side of the divine Ladder (or Ladder of God), O men whose bodies would go into heaven, Pepi is the Eye of Horus, and when the 'Eye turneth itself to any place where he is, Pepi goeth side by side with the Eye of Horus, and O ye who are the brethren of the gods, rejoice ye that Pepi journeyeth among you. And the brethren of Pepi who axe the gods shall be glad when they meet Pepi, even as Horus is glad when he...

New MagicaL Concoction STARseed OiL

Golden and sweetly aromatic, this ointment is made from the anise plant. Originally it was a product of the Middle Kingdom, getting its name from that region's unique, star-shaped anise seeds. It relieves muscle tension when rubbed into the skin, eliminating fatigue entirely. But its true virtue shines through when used in conjunction with magic. If a spellcaster rubs the oil into her palms and then casts a healing spell, she can heal an additional number of points equal to her caster level + 2 this works for one use only, and takes a standard action to apply. Additionally, both the spellcaster and the recipient of her healing magic receive a +4 bonus to saving throws to resist all diseases for 4 days.

Breeze Matos Spells And Magic

Conflux is present, and the particular plane it leads to, is determined by the GM. The spell otherwise acts as the locate object spell, though polymorph any object does not fool it. The elementalist can use this ability an unlimited number of times per day. Elemental Resistance (Ex) As the elementalist gains levels in this class, she becomes resistant to spells based on her attuned element at 4th level she gains a +1 magic bonus to her saving throws against all spells in the elementalist spell list for her specialized element, and every level afterward gains another +1 bonus, up to a maximum of +6 at 9th level. However, she also becomes more vulnerable to the opposing element at 4th level elementalists receive a -1 magic penalty to their saving throws against spells from her prohibited elemental school, as given in the elementalist spell list, and every level afterward take another -1 penalty up to a maximum of -6 at 9th level. Thus, a 6th-level fire elementalist gains a +3 to her...

Auramancy Matos Spells And Magic

Spells An elementalist casts arcane elementalist spells from the elementalist spell list (pages 62-67). She is limited to a certain number of spells of each level per day, according to her class level, and may not cast spells from her prohibited elemental school. An elementalist must prepare spells ahead of time by getting a good night's sleep and spending an hour studying her spellbook. To learn, prepare, or cast a spell, an elementalist must have an Intelligence score of at least 10 + the spell's level. An elementalist's bonus spells are based on Intelligence. The DC for saving throws against elementalist spells is 10 + the spell's level + the elementalist's Intelligence modifier. Elementalists might know any number of spells available to them, as well as any number of universal spells, excluding those spells restricted by their specialization.

Cool The Conflagration

Ignamancy Cold Level Elm 6 Components V, S Casting Time 1 action Range Close (25 ft. + 5 ft. 2 levels) Effect Cools up to a house fire Duration Instantaneous Saving Throw Fortitude negates Spell Resistance None Spell Resistance No This spell allows the auramancer to create two cubic feet of fresh air level (or just over 59 3 4 quarts of air level). The air is sweet, refreshing, and safe to breathe. When cast underwater, the spell creates a bubble that floats to the surface. (Note that for a Medium-sized character, a typical breath takes in 1 2 quart of air, while the lungs can actually hold about 4 quarts of air a relaxed breathing rate is around 12 breaths per minute, so this spell lets one character breathe normally in an enclosed environment for about 10 minutes per level.) Auramancy or Evocation Level Brd 0, Elm 0, Sor Wiz 0 Components V, S, F Casting Time 1 action Range Personal or Touch Target You or one creature Duration 5 min. level Saving Throw None Spell Resistance Yes This...

Matos Spells And Magic Teleportation Ritwal

Reinforced Self-Image 116 Resolute Mind 139 Restless Dead 44 Sacred Vessel 40-41 Skepticism 138 Soul Bind 146 Spell Formulae 32 Spiritual Education 146 Stabilize Spellcasting 116 Stream of Consciousness 116 Teleport to Locus 103-104 Timeless 15 Unknowable 43 Unlimited Potential 116 Use Memory Palace 100 specialization 50-51 feral spy ritual 165 inception horoscopes 23-24 interpreting horoscopes 21 interrogation horoscopes 22 Lend Dream Points 110 Mimic Feat 110 Mimic Skill 110 Mimic Spell Effect 110-111 Modify Ability 111 Modify Chance 111 Modify Reality 111-112 Modify Threat Range 111 nativity horoscopes 29 negative magic zones 70-71 new spells for dreams 114 positive magic zones 68-70 prediction horoscopes 22-23 random dream magic 114 regaining spells in dreams 114 ritual magic, performing

Stay the mighty flood

Spell Resistance No You can stop any flood, even a magical flood, from rising any farther for the duration of the spell. The flood will be stayed long enough for creatures to get head for high ground. The spell stops the water as if dammed, causing the water level to rise behind an invisible barrier, but not pour out.

Dew pC Class The GLeaner

Abilities For the most part the magic of the gleaner is derived from her relationship with her attendant spirits. As a result, Charisma plays an important role for the gleaner. To cast a spell, a gleaner must have a Charisma score of 10 + the spell's level. Bonus spells are based on Charisma. The DC of a save against a gleaner's spell is 10 + the spell's level + the gleaner's Charisma modifier. Wisdom is also important for a gleaner, as many of her rituals result in conflicts of will with the spirits she seeks to control.

Positive Magic Zones Conrinued

Positive magic zones usually cannot exceed level +4. When casting spells in strong magic zones zones of level +3 or +4 casters must make a level check to avoid losing control of a spell and suffering magical overload. (A level check is required instead of a skill check because a character's spellcaster level is a better measure of his control over the arcane forces involved here.) To make this check, roll 1d20, adding the character's spellcaster level and his appropriate attribute bonus Intelligence for wizards, or Charisma for sorcerers and bards and compare the result to a DC of 10 + (the spell's level) + (the zone's level). A natural 1 on this roll is always a failure, regardless of the character's level or attribute bonuses. If the level check fails, the caster's spell will function as intended with the variable boost but he will suffer the effects of magical overload (see below). Effects produced by magic items are not affected by magical overload. When a character loses control...

The Amulet Of The Buckle

The amulet brought to the deceased the protection of the blood of Isis, and of her words of power. It will be remembered that she raised the dead body of Osiris by means of her words of power, and there is a legend to the effect that she smote the Sun-god Ra with severe sickness by the magical power which she possessed. Another object of the buckle was to give the deceased access to every place in the underworld, and to enable him to have one hand towards heaven, and one hand towards earth.

Class Skills

The arcane healer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Dex), Heal (Wis), Herbalism* (Int or Wis), Knowledge (all skills) (Int), Profession (Wis), and Spellcraft (Int). the arcane healer spell list provided they can cast spells of that level. Arcane healers prepare their spells in advance by concocting magical medicines (such as powders and salves). They prepare each of their spells individually by spending one half-hour per level of the chosen spell working on a concoction. 0-level spells take 15 minutes to prepare. Making concoctions requires either a laboratory or an alchemist's kit. Unused concoctions spoil at the end of the day.

Starting Gear

Armor and Weapon Proficiency Arcane healers are proficient in all simple weapons, but they are not proficient with any type of armor or shields. Arcane healers suffer arcane spell failure chances with their spells when wearing armor. Spells Arcane healers cast arcane spells. They are limited to a certain number of spells of each spell level per day, according to their class level. Like clerics, they can cast any spell on


Interrogations mimic the results of a divination spell. Similar to an auguring prediction but more powerful, an interrogation can provide the character with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week of the horoscope's completion. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.

Cleroenr Alism

The strange half-elf raised her arms to embrace the heavens, calling on primal forces in a language unknown to the common folk cowering a short distance down the hillside. Dark clouds began to writhe above her, and the spellcaster's light robes billowed in the wind her words summoned from the dead, stifling summer air. Soon a few droplets of life-giving water hit the parched earth, each one stirring a small ring of dust as it hit. Then the clouds opened up in earnest, showering the withered fields with the rain they had lacked for weeks. A cry rose up from the astonished farmers, and hollow-eyed children began to dance and twirl in the warm downpour, laughing and singing as the water splashed about them.


Every flower, tree, and shrub has a set of traits that describe its natural properties, forming the basis for herbalism. Some traits have healing properties, which cure disease, neutralize poisons, or fight infection others have harmful traits that attack vital organs, induce sickness, or adversely affect the mind. In the hands of a knowledgeable herbalist, these traits can be awakened to semi-magical levels and utilized in various herbal remedies, brews, poisons, and magical elixirs, all of which are collectively known as concoctions. There are, essentially, two different types of concoction mundane and magical. Mundane concoctions are those that simply utilize a plant's natural traits. Magical concoctions, on the other hand, are those made by spellcasting herbalists who awaken a trait's properties through the manipulation of the magic energies lying dormant within a plant. An overview of the different types of concoction can be found on pages 174-175.

Selplm Aqe Conrinued

Spell Resistance (Ex) When a character attempts to perform magic within a dream, she is using her mind to try to alter the dream scenario. The dream host will unconsciously resist any such change, asserting its own vision of reality. As a result, self-image has a Spell Resistance value equal to 5 + the base creature's hit dice or character levels.

Eideric Memory TabLe

Spellcraft Identify glyph of warding or symbol Understand a strange magical effect object, location, or creature loci Other divination spells may be cast at the GM's discretion. Note that Mystic Memory cannot truly affect locations, objects, or creatures in the past. Only spells that improve the character's perception or understanding of the subject of the locus can be cast. Maximum Familiarity For spells that require familiarity with the spell's target, the character has the maximum familiarity possible with the subject of the locus. Deposit Spell You can cast a bard spell into a herm for later use by yourself or another heraldic wanderer. The number and level of spells a herm can store is determined by the herm's level. A herm can hold a number of bard spells of a particular level equal to the herm's level minus the spell level. For example, a 6th level herm can hold up to six 0-level spells, five lst-level spells, four 2nd-level spells, three 3rd-level spells, two 4th-level spells,...


This heading lists the magic schools with which the plant shares an affinity. A rating indicating the maximum spell level that can be bound to a verdex made of the plant using the Plantbind feat follows each school name. For example, Anise's bindings are Conjuration 2, Transmutation 3. This means that anise has an affinity for the schools Conjuration and Transmutation, with spell level maximums of 2 and 3, respectively. As such, a spellcaster may only bind a 1st- or 2nd-level Conjuration spell or a 1st-, a 2nd-, or a 3rd-level Transmutation spell to an anise verdex. For more information, see the Plantbind feat on page 82.

CoLoRed SmoKe

Target The smoke from a small fire Duration 1 hour Saving Throw None Spell Resistance No You can change the color of smoke, and make it form vague shapes of your choosing. The smoke must be from a small fire. Like prestidigitation, this spell is usually used to entertain.

Dream Mastery

This spell strengthens the mind of the caster and gives him a greater ability to control dreams that he inhabits as a lucid dreamer. For the duration of this spell, the spellcaster receives a bonus of ten ranks to his Lucid Dreaming skill and an additional fifty dream points (this already includes the bonus from the extra ranks of Lucid Dreaming). Material Components 500 gp worth of powdered moonstones and a potion of wisdom. Both are consumed during the casting of the spell, and the spell effects negate the effects of the potion. This ritual allows the caster to enter the dreams of another being. When the caster performs this spell, he immediately falls into a deep sleep, and his mind begins to dream. If he has not specified a target, he will enter the dreams of a random nearby sleeping creature. However, the caster can attempt to enter the dreams of a specific individual by making a Lucid Dreaming skill check. Like scrying, the caster's ability to reach his target depends both on...

Essential Garth

Effect Conjures 1 cubic inch of essential earth Duration Instantaneous Saving Throw None Spell Resistance No You can summon the elemental essence of earth from the Elemental Plane of Earth with this spell. The essential earth that is conjured is magical in nature and cannot be dispelled, except by placing it in the presence of essential air.

Essential Flame

Effect Conjures 1 cubic inch of essential flame Duration Instantaneous Saving Throw None Spell Resistance No This spell conjures essential flame from the Elemental Plane of Fire. The essential flame that is conjured is magical in nature and cannot be dispelled, except by placing it in the presence of essential water.

Essential Water

Effect Conjures 1 cubic inch of essential water Duration Instantaneous Saving Throw None Spell Resistance No This spell allows you to summon the very essence of water from the Elemental Plane of Water. The essential water that is conjured is magical in nature and cannot be dispelled, except by placing it in the presence of essential fire. If poured over an item, essential water makes it permanently waterproof as per the spell. Creatures who imbibe it gain a +5 inherent Strength score bonus and can take Aqueous Form as an extraordinary ability, activated at will. This is a permanent effect, and 1 cubic inch is enough to treat a Medium-sized character completely. Damage Reduction 20 +1 in water form). The character can maintain this form as long as he wishes while submerged in water as he emerges from the water, he regains his solid form. Aqueous Form is as the description of the spell gaseous form, with certain modifications for instance, rather than flying, the character is able to...

Fire Walk

Target Creature (Gargantuan or smaller) touched Duration 1 round level or until subject stops moving Saving Throw None Spell Resistance Yes (harmless) Duration 1 minute level Saving Throw Will negates Spell Resistance Yes You can use this spell to cause creatures of Large size or smaller, mundane objects, or magical items to float in water. If a Will save is made, the object sinks down to the bottom of the lake, or the creature gets to tread water. This is a common spell to cast on weapons using permanancy. Duration Concentration, up to 1 round level (D) Saving Throw Fortitude halves Spell Resistance Yes the extreme of the range Duration 1 round Saving Throw Fortitude negates Spell Resistance Yes


Spell Resistance Yes You can cause a geyser to open up in the ground under a subject or at any point you desire. The hot water is scalding hot, and deals 10d6 points of damage to your foe. Targets who make a Reflex save may take only half that damage. Since the spell is permanent, the geyser will erupt at regular times at the GM's discretion. Spell Resistance No The effects of this spell are identical to those of Avatar, with two exceptions the duration of the spell is considerably longer, and the caster only needs to make a Will save versus a DC of 20 to recover specific memories from the possessing spirit. However, there is one drawback if the caster wishes to cancel the spell, he must make a Will save versus a DC of 25, as the unbound spirit is considerably more powerful than one kept in a reliquary. Focus An attuned focal charm is required to use this spell

HgdRoKinesis I

Knock down (see text) Spell Resistance Yes (object) (see text) You can control up to 20 gallons of water (the amount in 2 standard fish tanks), moving it in any direction to the extent of the spell's range, for a duration of 1 round per level. Or you can instantaneously hurl it at a single foe (after which the spell ends), using an attack roll (your base attack bonus + Intelligence modifier) to hit for 1d4 points of impact damage the target must also make a Fortitude save on a successful attack roll to keep from being knocked down. Other than during this kind of impact attack, the water manipulated by hydrokinesis has the consistency of normal water creatures can pass through it with no damage other than getting a little wet. A creature made of water can be affected by this spell, providing it is of a size that is within the caster's target limits, but it is allowed a Will save to negate the effect. The spell will end if the distance between you and the water ever exceeds the spell's...

HgdRoKinesis III

Knock down (see text) Spell Resistance Yes (object) (see text) As hydrokinesis II, except that you control up to 2000 gallons of water (the size of a wading pool), and can do 4d10 damage per foe by hurling it at foes in a spot 20 feet in diameter. You can also move water for 1 minute per level, and using the spell to make an attack no longer ends the spell. You can move it for 1 minute per level.

Ice piAmes

Spell Resistance Yes This spell transforms the flames of any size fire (up to a large bonfire) into startling formations of yellowish orange ice. The result is very cold to the touch. When the duration elapses, the ice melts and the fire resumes. This spell can be cast at fire ele-mentals and creatures with the Fire subtype. The creature must make a Will save or be flash frozen and immobilized as it is transformed into ice.

Lake Of Floating

Aquamancy Level Elm 7 Components V, S, M Casting Time 1 minute Range Long (400 ft. + 40 ft. level) Target A small lake Duration 1 minute level Saving Throw None Spell Resistance No You can create a navigational hazard on large lakes, seas, or oceans with this spell. The spell causes large areas of water to freeze, creating jagged pieces of ice. The ice juts out of the body of water, and can cause damage to any sailing vessel upon it. Sailors must make a Profession (sailing) check against this spell's DC each time they encounter one of these small icebergs, or the ice will scrape against the boat's hull, each one causing 4d6 damage to the boat. The spell creates 1d10 chunks of ice, located anywhere the caster desires within the range of the spell.

LAnds Lide

Saving Throw Reflex halves or negates (see text) Spell Resistance No You cause a landslide either by making loose rocks flow down a slope, or by collapsing a cliff of your choice. This spell can also be cast on a slope saturated with water, causing a slow but than 30 ft. apart Duration 1 round level Saving Throw Reflex for partial damage Spell Resistance Yes You can cause a small eruption of lava under your foes. Each is immersed in hot, scalding lava that deals 20d6 points of damage per round of exposure. Those who make their Reflex save take 2d6 points of damage per round from being splashed with the molten rock. Damage from lava continues for 1d3 rounds after exposure ceases at the end of the spell's duration, but this additional damage is only half of that dealt during actual contact (1d6 or 5d6 damage per round). Necromancy Level Gln (Foc) 5 Casting Time 1 action Components V, S, F, A, XP Range Special (see text) Target Special (see text) Duration Special (see text) Saving Throw...

MaKe tHe Qems Tone

Terramancy or Transmutation Level Elm 7, Sor Wiz 8 Components S, M, XP Casting Time 10 minutes Range Touch Target Base object Duration Instantaneous Saving Throw None Spell Resistance Yes You can cause your base material components to become a certain gemstone. Any gemstone may be made from any suitable mineral material, except a diamond, which requires a more advanced process known only to Alchemy. Strange and wondrous gems have been created through this spell. For example, Ghatri the terramancer created a fluorescent, many-colored quartz from several sands. Casting Time 1 action Components V, S, F, A Range Special (see text) Target Special (see text) Duration Special (see text) Saving Throw Special (see text) Spell Resistance Special (see text) Some say that the gods were once simple spirits, but have gained supreme power through time and worship. When a gleaner teaches this spell to a reliquary spirit, he is starting it down the path to divinity. When the spirit is originally...

New LAnd

Spell Resistance No The opposite of new sea, this spell makes a small area of the sea floor to rise up and become land. This change causes violent waves that can overturn boats whose captains do not make a successful Profession (sailor) check (DC 20). Spell Resistance No The opposite of new land, this spell allows you to make land sink low enough to allow water to flood it and create a new shallow sea. Such an act causes a massive flash flood. This flood forces creatures in its path to make a Fortitude save (DC 15). Large or smaller creatures are swept away by the flood, taking 1d6 points of subdual damage per round (1d3 points on a successful swim check). Huge creatures are knocked down and face potential drowning.


Duration Concentration, up to 1 minute level Saving Throw see text Spell Resistance No You can use this spell to control the intensity or movements of one non-magical fire source with a base equal to or less than one square foot level. Large fires cannot be controlled by this spell.

Rele Ase Revenant

As long as you concentrate, you can retrace the exact path you took to get to your present location, provided you have access to the same methods of transportation. This spell is most helpful when lost in the woods, crowded city streets, or dark, twisty passages. The spell can retrace your steps up to 500 feet per level, but casting the spell a second time does not continue your return along the original path. Instead, the second casting leads you back to the place you were when you cast the spell the first time. Necromancy Level Gln (Rel) 4 Casting time 1 action Components V, S, F, A Range Special (see text) Target Special (see text) Duration Special (see text) Saving Throw Special (see text) Spell Resistance Yes This is another specialty of the gleaners. As the master gleaner continues to work with his spirits, he teaches them how to use their inherent powers to manipulate the physical world. However, the power of a single spirit is limited, and a gleaner must provide a clear path...

Sight of the DoLpHin

Spell Resistance Yes (harmless) This spell converts your eyesight so that you may see clearly underwater as you would on land for 10 minutes per level. Should the spell duration expire while you are still underwater, the magic fails slowly, with your eyesight growing steadily worse the range of sight reduces to 200 feet, then reduces by 50 feet per round until you have normal underwater vision. One of the most annoying things that can happen to an lucid dreamer is to be woken up right in the middle of a good dream. This ritual allows the caster to insure that he will get a set amount of uninterrupted sleep this applies to the caster as either a lucid dreamer or a host dreamer. When the caster uses this spell, he falls into a deep state of sleep. As part of the casting ritual, he sets a duration for the spell, which can be up to 24 hours long when this time has passed, the caster will immediately wake up. Otherwise, he will only wake up if he takes physical damage or uses the Wake at...

Steri Lize Water

Aquamancy or Necromancy Level Elm 8, Wiz Sor 9 Components V, S Casting Time 10 minutes Range Close (25 ft. + 5 ft. 2 levels) Target A small lake Duration Permanent Saving Throw None (see text) Spell Resistance No With this spell, you cause a pond, water hole, or small lake to become poisoned and dead. The water appears unnaturally clear and pristine, as no plant life or animals of any kind can grow or live in it. Creatures drinking from it will notice that it tastes acrid, and that dead animals litter its banks. Anyone of 100 or fewer hit points who drinks of the lake dies as if targeted by a power word, kill spell.

SundeR tHe EartH

Spell Resistance no You cause a great crack in the earth to appear and widen. As the crack appears, the earth itself trembles underneath your feet and the feet of others. Huge and smaller creatures are knocked down, and Gargantuan or Colossal creatures are checked. Those who are of Large size or smaller standing on the edge of the crack will fall into the crack if they don't make their Reflex save. Those who have fallen in the crack have 10 min. level to try and climb out before the duration of the spell ends. Once it ends, the earth smashes back together, crushing anything inside (20d10 points of damage). Spell Resistance Yes Once cast, the spell makes your hand turn blue, while bluish white, wispy flames cover it. If you touch a target, you drain his body heat, causing 1d6 points of subdual cold damage level, and frostbite (treat as fatigued). A Fortitude roll halves the damage, but the target still suffers frostbite. Material Component The necromantic version of the spell requires...

Acid Rain

Spell Resistance Yes This spell transforms a rain shower in progress into a powerful acid downpour. The acid rain is highly concentrated and causes 1d6 points of acid damage to everything in the area each round. The fumes from the acid are inhaled poisons, as well. Anyone caught in the acid must make a Fortitude save (DC 13) or take 1 point of temporary Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of temporary Constitution damage. The acid rain falls until the spell expires or the rain is spent. Druids see wizards and elementalists who cast this spell as defilers of nature. Spell Resistance No You can change the course of a small river (up to 15 feet deep) by fifteen degrees to the right or to the left. Anyone in the new path of the river will suffer as if affected by a flash flood. Make a Fortitude save vs. the spell's DC Large or smaller creatures who fail the save are swept away by the rushing water, taking 1d6 points of...

The Astrologer

The astrologer takes the brute mathematics of the computer into the realm of arcane spellcasting, channeling the energies of the heavens through spell formulae that forecast the present and future positions of the stars and planets. Astrologers can store spells with the aid of formulae and fetishes for up to a solar year, as well as help party members with use of their skill in mundane astrology, giving them a definite advantage over the transitory magic of sorcerers and wizards. Abilities Intelligence is the key ability for astrological magic. Astrologers gain bonus spell formulae per day based on their Intelligence. To attempt a spell formula, an astrologer must have an Intelligence equal to 10 + the spell's level.


Spell Resistance The fire drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally. Skills Appraise +4 (+6 rare or exotic items), Alchemy + 12, Concentration +4, Craft (armorsmith) +12, Craft (weaponsmith) +12, Hide +6, Knowledge (arcana) +8, Knowledge (metallurgy) +10, Knowledge (the planes) + 10, Knowledge (law) +8, Listen +2, Profession (blacksmith) +6, Profession (magistrate) +6, Search +2, Spellcraft +8, Spot +2, Bluff +8, Diplomacy +2, Intimidate +15, Gather Information +4 Spell Resistance The fire drake can avoid the effects of spells and spell-like abilities. The spellcaster makes a level check (1d20 + caster level), and if the result equals or exceeds 17, the spell works normally.

Summon GLemenTAL I

Common Elementalist Spell Level Elm 1 Components V, S, F DF Casting Time 1 full round Range Close (25 ft. + 5 ft. 2 levels) Effect One summoned creature Duration 1 round level (D) Saving Throw None Spell Resistance No This spell summons a Small elemental that attacks your enemies. It must be an elemental of the same type as the elemen-talist's school specialization. It appears where the spellcaster designates and attacks immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack a particular foe, or to perform some other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn. The GM can substitute a comparable creature at his discretion.


Effect Prevents rain from falling in the range of the spell Duration 1 day level (D) Saving Throw None Spell Resistance No This spell prevents rain (or snow in winter) from falling rain clouds still form, and the effects of cold and wind are still a danger, but no precipitation falls. The result is a drought for the duration of the spell. Humans who depend on rain for a water supply may suffer dehydration before the rains return. Aquamancy Level Elm 1 Components V, S Casting Time 1 action Range Close (25 ft. + 5 ft. 2 levels) Area A cone with a radius of 5 feet Duration Instantaneous Saving throw Fortitude negates Spell Resistance Yes You can dry up 5 gallons of water per level with your breath. This includes magical water and magical creatures made of water, if they fail a Fortitude save. Magical water creatures that fail their save take 1d4 damage per level of the spell. A successful use of this spell against a water creature requires a ranged attack. Spell Resistance No Spell...

Oneiric BoLt

Duration Instantaneous Saving Throw Will halves Spell Resistance Yes This is a mental weapon that is only available to characters who specialize in the study of dreams oneiromancers or clerics who have the Dreams domain. It allows the caster to damage lucid dreamers and the creatures that are figments or manifestations of dreams, but it also can be used to strike a dreamer's self-image to traumatize his physical body. There are three different variations of the oneiric bolt spell when the caster is memorizing the spell, he must specify which one he is choosing. In all cases, the initial damage is halved if the target makes a Will saving throw. Id Bolt Inflicts 1d8 points of damage for each rank of Lucid Dreaming skill possessed by the caster. In addition, if the target fails the saving throw, he must immediately attack the caster and continue to do so for 1d4 rounds. If the target is an id manifestation, the save against these effects is made at -4 if the target is a superego...

Class Features

Spells per Day A grand alchemist continues to advance in spellcasting ability based on the abilities of the character's previous class. When a grand alchemist gains a new level, the character gains new arcane spells per day as if he had also gained a new level in his previous, arcane spellcasting class. These new spells, however, require alchemical concoctions as explained below. The character's previous levels also count toward prerequisites for obtaining item creation feats and making magic items. Special powers of the previous class, however, are not gained. other necessary preparation, all spells per day obtained as a grand alchemist gain an alchemical tincture requirement. An alchemical tincture is an alchemical extract of rare plants or minerals, and must be prepared in advance of casting a spell. For example, if Doctor Ambrosius acquires a 4th-level arcane healer spell slot as a grand alchemist, he must prepare or purchase an alchemical tincture before casting any 4th level...

Random Magic

If you wish, you can throw a slight element of randomness into spellcasting in dreams. If you choose to use this rule, have a character make a Lucid Dreaming check (DC 15) any time he casts a spell. If he fails the roll, the spell has an unexpected result, as indicated by the following table 5 - 9 All numerical elements of the spell operate 10 - 13 All numerical elements of the spell operate 14 - 16 Spell effect is the opposite of what it is sup strikes the caster. Perhaps a piano falls from the sky, the caster suddenly turns into a bear, his hair grows three feet in length, his skin turns to steel, or his teeth fall out. Depending on the nature of the effect, it could be useful, detrimental, or simply cosmetic its severity should be based on the power of the spell attempted.

OiL Rain

Spell Resistance No This spell requires a rainstorm to be in progress at the point that you designate. In the area around the point you designate, the rain becomes fine droplets of flammable oil. The result is that everything on the ground is covered in this oil. Slipperiness becomes an issue, as anyone who does not make Balance a check (DC 15) (once each minute over long dis

Spelllike Rituals

Many of the things that a sympathetic mage will wish to accomplish with her magic will duplicate existing spells. The mage wishes to treat the farmer's fever It's cure disease. She wishes to curse someone with bad luck Bestow curse. Determine whether the effect already exists within the game system. If it does, the base cost to produce the effect should be 2 ritual points for each spell level, or 1 point for 0-level spells. A few common effects and their base costs

Ice Daggers

Range A cone that extends 10 ft. level Targets 5 creatures in a 15-degree arc Duration Instantaneous Saving Throw Reflex halves damage Spell Resistance No This spell has the same effects, whether powered by air or water. That is, the water from the air is spontaneously frozen and the caster shoots forth shards of ice toward his target that are as sharp as daggers. The shards cause 1d4 + 1d4 per level of piercing damage to the target in question (to a maximum of 12d4 damage).

Thora Bergunsdottir

Dwarven Traits (Ex) Dwarves have +1 racial bonus to attack rolls against orcs and goblinoids, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to Fortitude saves against all poisons, +4 dodge bonus against giants, and Darkvision that lets them see with no light source at all, to a range of 60 feet. Darkvision is black and white only. Dwarves also receive a +2 racial bonus to checks to notice unusual stonework. A dwarf who merely Refute Beginning at 1st level, skeptics can dispel magic and other supernatural effects as the spell by making a Logic check versus a DC of 11 + the effect's caster level, or can do up to 4d6 damage and disenchant irrational creatures. Resolute Mind At 3rd level, the skeptic gains a +2 bonus to saves against spells from the Enchantment school. This functions in the same way as the monk special ability Still Mind. Skepticism Thora has an effective Spell Resistance 19 that also protects her from psionics and supernatural...

Hyd Rokinesis V

Spell Resistance No As hydrokinesis IV, except you can control as much water as you can see at one time. Creatures made of water are no longer allowed Will saves. Attacking with the full force of this spell causes damage equivalent to flash floods and hurricanes or stronger. You can control the water for as long as you concentrate on it.


When the unsuspecting pupil first approaches his holy but wily Guru, and demands magical powers, that Wise One replies that he will confer them, points out with much caution and secrecy some particular spot on the pupil's body which has never previously attracted his attention, and says In order to obtain this magical power which you seek, all that is necessary is to wash seven times in the Ganges during seven days, being particularly careful to avoid thinking of that one spot. Of

Origin Of Illustrated Guides To The Other World

Entrance to the Boat of Millions of Years was likewise obtained by the knowledge of magical words and formulae, and of the secret names of the great gods, but the food on which lived the beatified souls who succeeded in securing a place in the Boat consisted of the emanations of the god Ra, or, according to the priests of Amen, Amen-Ra. In other words, the beatified souls in the Boat became beings formed of the light of Ra, on which they subsisted. The belief

The Major Magical Instruments And Weapons

A cirde is the magical symbol of man's monadic nature aboye LIL. It should be used by you to define the limits of your magical operations. Acirde, usually green, is drawn on the floor around yourself. Divine mames and appropriate symbols, such as the magical formulas, described later in this manual, are used to strengthen the cirde. Lamps or candles can be used outside the circle to ward off the forces of darkness. THE CUP. The Cup is a passive instrument. It represents your magical understanding. In the beginning, your Cup is usually empty. Gradually, with effort and experience, it filas with your understanding of truth. It is by nature round, vulnerable, and receptive. When charged with a feminine force, iit symbolizesthe yoni. In Enochian Magick the Cup is the magical symbol of Water and is especially used in operations involving the Watchtower of Water. THE SWORD. The Sword symbolizes your ability to reason. The magical Sword is the analytical faculty of the mirad. As...

Spell AlterationDC Increase

Hardy Spell (Saving throw for the spell is increased by the increased DC) varies Casting arcane spells in armour can have consequences. In the First Practice, apply the normal percentages for casting arcane spells in armour (see p.318 of the core rules). For the Second and Third Practices, casting checks made while in armour have their DCs increased by +1 for every 10 of arcane spell failure chance.

The Third Degree Of Initiation

It is not until he has spent a further period of twenty years in the study of the occult sciences and manifestations that the Sannyassi becomes a Sannyassi-Nirvany or Naked Cenobite, so called because he was not to wear any garments whatever, thus indicating that he had broken the last tie that bound him to the earth. We are limited to such means of information as are obtainable by the uninitiated. The book of the Pitris, or spirits, which is our guide in this inquiry, contains no explanation with regard to the mysterious occupations in which the Sannyassis-Nirvanys, who have been initiated in the third degree, engage. The chapter devoted to this subject merely gives the following magical words, of which the Brahmins would furnish us no explanation whatever, which were inscribed in two triangles. They were

The Enochian Alphabet

The Enochian alphabet was given to the public by Sir John Dee and Edward Kelly and enhanced later by the Golden Dawn and Aleister Crowley. Each letter has a specific magical meaning and gematria number associated with it.When letters are combined to forro magical Words of Power, the individual letter meanings combine to indicate the overall formula of the word or narre. In addition, the gematric value of individual letters combines (sums) to form a gematric value for the word or name. A study of words, names, phrases and even entire sentences with equal gematric values will reveal the existence of correspondences or relationships that are often otherwise hidden or occult. Table II contains a summary of the characteristics ascribed to the Enochian letters by Crowley. Table III shows four possible gematria schemes with the Enochian alphabet.The Aurum Solis values were determined from the experiences of that occult organization as described in The Magical Philosophy, Book V Mysteria...

Other In The Other World

The Cow-goddess Hathor is said to endue him with the protection of her magical power, and the earth-god Seb to supply him with all he needs, and the guardian of the staff of life promises that he shall be supplied with food and air in the Great Field, because the ancestors of the deceased who are already living there have given orders to this effect. These same ancestors, it is declared, shall come out to meet him, and as it is possible that some attempt may be made to stop or injure him by Seb ( ), Nut,

Atomik Magick 2nd Edition

This is a Fuzion plug-in for adding Ift magic systems and fantastical spells to fU conceivably any Fuzion Powered game. Primarily, magic and spell-casting will only be found in spectacular fantasy worlds, but there is no reason why magic can't find its way into a modern or dark modern campaign. Magic may even have a place in futuristic or space opera campaigns.

First Practice application

Incorporating a being's name as part of the verbal components for casting a spell may be absolutely necessary in the case of conjuring or divination spells. For example, summoning a demon might be difficult without knowing its proper titles, but controlling that demon without its true name would be impossible. If a spell targets a creature and allows a saving throw, incorporating the being's birth name increases the save DC by +2, using the secret name by +3, and the entity's true name by +4. Conversely, if the spell heals or otherwise provides a boon to a targeted creature then the spell is more powerful if the Law of Names is applied. Using the being's birth name has no effect, but using her secret name increases the effective caster level of the spell by 1. Using the subject's true name increases the caster level of the spell by 2. This also applies to spells that the practitioner casts on herself. Thus, while having a secret name or a true name might entail certain risks should...

Second and Third Practice Application

Most magick practitioners have at least a few names, and magickal beings may have many. A human spell caster will have been given a birth name through the usual means. In even a moderately historical Imperial Age setting this is most likely a Christening name. Next they will have a surface name, often a nickname given in childhood or a pseudonym chosen by the practitioner to prevent misuse of his birth name. This surface name does not grant any special magickal knowledge, but can be a key to finding out the person's birth name or secret name. Most magick practitioners will also be given a secret, or ritual, name when inducted into an occult society or by a mentor when they first begin to learn the secrets of the art of magick. Others may receive a secret name in a vision or dream. Typically this name reflects some aspect of the practitioner's inner power and self-knowledge, and is frequently taken from mythology and nature. One might be Artus, another Athena, Corbie, Grendle, Rat's...

Equivalent And Nearidentical Structures

Therefore, a radionics device can also be called a universal magical sigil . It is a technological device that establishes structural links and holds these structures longer than our brain can do. The advantage of the radionics device over the magical or any other symbol is its infinite flexibility The seasoned magician always prefers a combination of the two the magical sigil to make use of energies that people have used successfully over and over again and the radionics device for the purpose of fine-tuning these energies and adjusting them to the specific purpose of the operation. This way they can tie into well-established energy patterns (the magical symbol), which they modify for a specific purpose with the radionics device. The Power Radionics Program combines the two in a most effective way

Advancement to Higher Levels

In the beginning stage you learned how to store energy. In the intermediary stage, you will learn how to make use spells. I will not, as many may expect, herein list all the possible spells, the chants phrases associated with them, or give any spell type or description for any art (save for the example later on). The key to progressing is to begin using your Book of Shadows. A Book of Shadows is an absolutely necessary part of learning in any casting art mentioned within The Library of Knowledge. It is, essentially, a journal of your experiments into magic, both successful and unsuccessful, which helps you determine in hindsight what you did, what you didn't do, why you did didn't do it, why the spell worked didn't work, and what you can do to improve progress. Once you have a Book of Shadows (which, at first, will be nothing more than a blank journal book), you have to think back to one of the questions you answered in Beginning Magic to even begin studying. The question I refer to...

Difficulty to Conceive

This measures how complex and difficult the spell is to conceive the spell. It is give by totaling the Difficulty of the Primary and Secondary Effects with their modifiers, x0.8 (that is, 80 of the Difficulty to Cast). Difficulty to Create is the target for the magic user conceive or invent the spell for the first time (spell in books or those which are learned do not need to be created). This is rolled only for spells the character creates to see if they have the knowledge to even think it up (before he can even cast the spell). The minimum Difficulty to Conceive is 8. As always, if you are using an alternate dice system (such as 1D10) you may have to adjust the spell's difficulty accordingly (-5 for 1D10). For a random difficulty, subtract ten (-10) from the DV and add the die roll (3D6, 1D10, whatever). This as good for a world where magic is very fickle.

Do you actually expect me to believe this kind of magic works

King Solomon Conjuring Spell

Who whole-heartedly embrace the art form of the classic Goetic workings. They operate by-the-book and, as much as humanly possible, conform with every instruction found in the text. They wear the proper attire, construct and use the proper magical tools and equipment, observe the proper hours, memorize all the conjurations and constraints -everything. It offends their sense of art (and after all, magic is an art) if the instructions in the classic text are violated. It bolsters their magical confidence to know in their hearts they are doing things just like the ancient practitioners. Doing this is thejyoga - the of their art.

Second Division Of The Tuat

From this text we see that it was not enough for the followers of Ra to praise him and give him gifts, but that they must also use magical words and formulae in order that Ra's foe may be destroyed and, because when they were upon earth they made offerings to the Tuat-gods, now that they are themselves in the Tuat and have need of food, Ra declares that offerings made to them shall never fail, and their souls shall never be destroyed. The MAATIU beings have this name given to them because, as the text says, they spoke Maat, i.e., what is true, upon earth moreover, they did not approach the neterit. Now the word neterit usually means goddesses, but here it has an unusual determinative, which, however, suggests that it is used to express some idea of evil in connexion with the gods or goddesses, such as blasphemy, or contempt, or apostacy. On the whole it seems most likely that neterit means false gods, that is to say, gods whom Ra would not recognize...

Craft chemical Int Trained only

Characters using the First Practice can also use the Spellcraft skill. Spellcraft (Int) Trained only. Check You can identify spells and magic effects. Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check as detailed in the spell description. Time Unless otherwise indicated, using the Spellcraft skill is a move action. Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) Learn a spell from a spellbook or scroll. You can't try again for that spell until you gain at least 1 rank in Spellcraft. When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.) Identify a spell that's already in place and in effect. (You must be able to see or detect the effects of the spell.) You can't try again. Understand a strange or unique magical effect. You can't try...

Matos Spells And Magic Lightning Golden Or White

The demons and spirits of the Babylonians importance of this civilization in the diffusion of magic arts. The much-neglected rites of the Accadians, founders of Babylonian occultism. Assur-bani-Pal's library tablets of incantations. Roots of magical arts known in the West. Process for the healing of a sick man. Description of the Rite Against the Eclipse. Victory over enemies and their gods. Scope of the Mesopotamian magic arts. The gods and goddesses their links with demons and adoption by other peoples. Rites of exorcism. The power words. Conjuration from the Accadian tablets. The link with the Finns. Author's year in the Sudan, unravelling magical rites there. The Nyam-Nyam and their initiation into the sphere of magic. Methods of training and discipleship. Casting spells for clients. The Spell of Victory. The use of the magical whistle. A plant-collecting expedition. Love charms, how they are cast. Badges and equipment of the student-sorcerer. The Fish Tabu as a magical rite....

Realm Of Spiritual And Elemental Comprehension

This spell can also be used to question Nephilim. For them to resist, the following procedure is applied for each question, oppose the Fire Ka +14 of the questioner against the dominant Ka of the interrogated Nephilim. The summoner can know that the Nephilim tries to resist, but not if it succeeded or failed. If the questioned Nephilim resists a particular question, it does not need to roll again to resist that question. It can continue to stick to its answer even if the question is reformulated and asked again. Final judgement on this is in the hands of the gamemaster.

What Is Bloodroot Good For In Voodoo Curses

Devil Shoestring Hoodoo

Sprinkle powder leaves on shoes to take you to your true love. Wonderful little leaves for spellcrafting in candles, around candles on alter. These smell, sturdy, elongated leaves are up to approximately one inch long. BLOODROOT Love, protection, and purification. Steep in red wine for a full cycle of the moon to use as a Blood Offering , for spells that calls for this (Note. DO NOT DRINK THE WINE.)

Speak Default 0 points

The spell is simply thought and it comes to be. No The spell must be sung, as either a poem or lyrics to music (your choice). This is very typical of Bardic magic. You must have a skill in Singing, Poetry, or Bard, and may need to make a task resolution to determine your success. Dance -3 points Special runic symbols must be drawn while you cast the magic spell. You must have a skill in Artistry in order to draw the complex symbols properly. Religion -5 points You must be a priest to use magic. Only the gods can grant magic, and only to their most favored priests. You must pay daily homage to your god, or risk losing your powers. Only that god, or other priests of that god, and supply you with new spells. Religious magic usually has other methods as well, such as Dance and Song (and even self-harm).

Formulas Of Magical Incantationvulgar Magic

We merely allude to the chapter of the Agrouchada treating of formulas of incantation and are unable to give any further information as to the magical words, to which the priests attribute so much virtue in exorcising Rakchasas, Pisatchas, Nagas, Souparnas, and other evil spirits that frequent funeral ceremonies, take possession of men's bodies, and disturb the sacrifices. There are some spells in which it is necessary to use the bones of sixty-four different kinds of animals, neither more nor less, and among them are included those of a man born on the first day of the new moon, or of a woman, or a virgin, or a child, or a pariah. Of a mixture of earth taken from sixty-four most disgusting places--we refrain from accompanying the Hindu author in his enumeration of the places in question--mingled with his enemy's hair and nail-clippings, small figures are made, upon whose bosom the name of the person upon whom it is desired to take revenge is inscribed. Magical words and mentrams are...

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