Gear: New Spells

Description:

Spellchips are spells contained on datachips, cost is 100 Credits per level of the spell (0 level are 50 Credits); you still need a spellware datapad with enough level capacity to read them, but they are small and convenient to carry (even if you are guild member these are nice if visiting other worlds).

SPELLS

Adjust
Transmutation
Level: Arcane 1; Casting Time 1 standard action; Components V, S; Range touch; Target one unattended suit of armor, set of clothing, jewelry, shield, or weapon; Duration instantaneous; Saving Throw none; Spell Resistance no

Adjust instantaneously resizes an unattended piece of clothing or jewelry, a suit of armor, a shield or a weapon to fit you or another person perfectly. This spell affects both magical and mundane equipment.

Alter Liquid
Transmutation
Level: Arcane 1, Divine 1; Casting Time 1 standard action; Components V, S, M/DF (a wild grape or crabapple); Range close (25 ft. + 5 ft./2 levels); Target up to 1 pint of nonmagical liquid/level (maximum 5 pints); individual volumes within 30 feet of each other; Duration instantaneous; Saving Throw Will negates (object); Spell Resistance yes (object)

This spell transmutes one kind of nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65° F), you must have line of effect to it, and you can alter liquids in open containers, but not in sealed containers. You can select multiple targets for this spell so long as the maximum volume is not exceeded, but you cannot select a target with a greater volume than your limit and partially affect it. For example, a 1st-level caster (1 pint maximum) could not affect any of the liquid in a 1-gallon container. The spell can transmute any type of mundane liquid (including fresh or salt water, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom or poison. Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather than any extra-strong or distinctive variety.

Animate Tool
Transmutation
Level: Arcane 1, Divine 1; Casting Time 10 minutes; Components V, S; Range close (25 ft. + 5 ft./2 levels); Target one tool or one set of related tools; Duration 8 hours; Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

The spell causes a tool — or a group of tools used together to perform a task — to animate and perform a task you designate. These tools follow your directions to the best of their abilities, but can only be used for their intended purpose. This spell allows you to complete an amount of work equivalent to a single person working for eight hours. The tools use your Craft based skill as appropriate. The tools may aid another adding a bonus of 2 if appropriate. There are many other common uses of this spell that require no check, such as commanding a broom to sweep the floor or a shovel to dig a trench.

Only mundane tasks can be accomplished with this spell. It has no effect on crafting magic items. Under no circumstance can tools be used to attack a creature, though items can damage a structure if that is their intended purpose (such as a pick or an axe).

ANTI-TECHNOLOGY SHELL
Abjuration
Level: Divine 6; Components: V, S, DF; Casting Time: 1 action; Range: 10 ft.; Area: 10-ft.-radius emanation, centered on you; Duration: 10 minutes/level (D); Saving Throw: See text; Spell Resistance: See text

Anti-technology shell creates an invisible, mobile barrier that prevents high-tech devices from functioning within its radius and also protects creatures within the radius against attacks from high-tech devices. Attacks from high-tech devices simply cannot penetrate the area of effect. Bullets stop short and fall to the ground. Energy beams dissipate harmlessly. Even gas from a nausea grenade is repelled from an anti-technology shell. High-tech devices brought into the radius cease functioning as long as they remain within the area of effect.

Anti-technology shell protects against soulmechs. A soulmech entering or caught within the area of the spell must succeed at a Will save or be rendered helpless for as long as he remains in the radius. A soulmech with spell resistance can resist the anti-technology shell. The soulmech’s Will save and spell resistance (if applicable) do not protect any of the soulmech’s equipment from this spell’s effects.

Arcane Graffiti
Conjuration (Creation)
Level: Arcane 0; Components: V, S; Casting Time: Attack action; Range: 0 ft.; Effect: One personal rune or short message; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell or use of any spell-like ability within 30 feet causes the words to become visible for 5 rounds.

The mark cannot be dispelled, but it can be removed by the caster or with a clean spell.

Arcane Luxury
Conjuration (creation)
Level Arcane 6; Casting Time 1 standard action; Components V, S, F (a piece of polished marble, and a silver spoon, each worth 5 gp); Range close (25 ft. + 5 ft./2 levels); Effect up to three 10-ft. cubes/level (S); Duration 1 hour/level (D); Saving Throw none; Spell Resistance no

You conjure up phantom dressings that may be cast over an existing structure or will provide a fantastic pavilion if no structure exists. You can create any appointments you desire to the limit of the spell’s effect. The place is furnished and contains a staff of phantom servants (as many as two per caster level), liveried and obedient, wait upon all who enter and have any appearance the caster desires. The servants have 2D in every skill and may conjure food and other sundries for all within the area but may not leave the confines. Food eaten in the area provides real nutrition, but anything removed from the area evaporates into ether as it leaves the border of the effect.

ASSIMILATE
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, F; Casting Time: 1 action; Range: Personal; Target: You; Duration: 1 hour/level

While casting this spell, you press a datachip against your head (or otherwise close to your brain, as dictated by your anatomy) and gain direct access to the information stored on the datachip. For the duration of the spell, you gain a circumstance bonus of 2 on skill checks appropriate to the datachip.

Focus: The datachip to be assimilated.

Banquet
conjuration [creation]
Level: Arcane 5, Divine 5; Casting Time 10 minutes; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Effect feast for one creature/level; Duration 1 hour/level; Saving Throw none; Spell Resistance no

This spell creates a fantastic feast for up to 1 person per level. The magic of the spell keeps the food fresh and tasty for the entire duration, but afterwards the food and drink ages normally. The food can be of any sort the caster knows of including exotic offerings not normally available.

Bare Essentials (I-IX)
conjuration (creation)
Level: Arcane 1-9, Divine 1-9; Casting Time 1 standard action; Components V, S; Range: 0; Effect: single ordinary object; Duration instantaneous; Saving Throw no; Spell Resistance no

Samples provided in Link
Also Known as Omar’s Bare Essentials (patented in Zor) or Acme Special Delivery (on Earth) this spell creates a single non magic item of ordinary quality (or standard pack of items – such as a survival kit or happy meal). It will make weapons, but not masterwork or exceptional material weapons. The maximum value of the created item is based upon the spell level:

1: 1 Credit ($5 U.S.)
2: 6 Credits ($30 U.S.)
3: 15 Credits ($75 U.S.)
4: 28 Credits ($140 U.S.)
5: 45 Credits ($224 U.S.)
6: 66 Credits ($330 U.S.)
7: 91 Credits ($455 U.S.)
8: 120 Credits ($600 U.S.)
9: 153 Credits ($765 U.S.)

Bless the Earth
Necromancy
Level Arcane 9, Divine 9; Casting Time 10 minutes; Components V, S, M (powdered opal 10,000 gp), DF; Range touch; Area 1-mile radius emanating from the touched point; Duration permanent; Saving Throw none; Spell Resistance no

You put a powerful blessing upon the land, benefiting those who live there. Choose one of the following effects.

Crop Growth: All normal plants in the area increase their growth and food production by a third, as if affected by the enrich growth effect of plant growth.

Livestock Growth: All normal animals in the area increase their growth and resource production by a third, sentient children also seem to grow stronger and healthier in the region (no statistical difference).

Protection from Disease: No creatures in the area ever contract diseases and those who come into the area diseased will see the symptoms fade with the disease ending in one day per point of difficulty between the subject’s fortitude and the disease strength.

Blossom
Transmutation
Level: Arcane 0, Divine 0; Casting Time 1 standard action; Components V, S, DF; Range touch; Target flowering plant touched; Duration 1 round/level; Saving Throw Will negates (harmless); see text; Spell Resistance yes (harmless)

This spell causes up to one flower per caster level to sprout and bloom on a flowering plant.

Burglar’s Buddy
Illusion
Level: Arcane 2; Components: V, S, M; Casting Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 15-ft.-radius emanation centered on a creature, object, or point in space; Duration: 1 minute/level; Saving Throw: None and Will negates (object); Spell Resistance: Yes and no (object)

This spell suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the spell was cast.

Material Component: A camera lens cover.

Cantrip
universal
Level Arcane 1; Casting Time 1 standard action; Components V, S; Range 25 ft. (plus 5 ft. per 2 levels); Target, Effect, or Area see text; Duration 1 hour/level; Saving Throw see text; Spell Resistance no

Cantrip is a more advanced version of prestidigitation; minor tricks that novice spellcasters use for practice and entertainment. Once cast, a cantrip spell enables you to perform simple magical effects for 1 hour per level. The effects are minor and have similar limitations to prestidigitation. A cantrip can slowly lift/move 1 pound per level of material. It can color, clean, or soil items in a 1-foot per level cube each round. It can chill, warm, or flavor 1 pound per level of nonliving material. It can clean, style, grow, or shorten hair and do other makeup effects and do minor adjustments to clothing such as fitting, sewing, and trimming. It can deal 1 damage of a chosen energy type. Cantrip can create small objects of a simple nature include diminutive creatures or non-nutritional snacks. The materials created by a cantrip spell are fragile having only 1 hit point and no AR, they cannot be used as spell components. Anything made by cantrip will end when the duration expires but changes will remain as long as a natural effect of the type would last.

CAUSE CRITICAL DAMAGE
Transmutation
Level: Arcane 4; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (see text); Spell Resistance: Yes

As cause light damage, except the damage is 16 add 1/2 point per caster level (maximum 10).

CAUSE LIGHT DAMAGE
Transmutation
Level: Arcane 1; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (see text); Spell Resistance: Yes

By laying your hand on a construct or object, you deal 4 points of damage to it, and 1/2 point per caster level (maximum 3). Ignore the target’s hardness—this damage is generated within. Constructs get a Will save against this spell.

CAUSE MINOR DAMAGE
Transmutation
Level: Arcane 0; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (see text); Spell Resistance: Yes

As cause light damage, except the damage is only 1 point.

CAUSE MODERATE DAMAGE
Transmutation
Level: Arcane 2; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (see text); Spell Resistance: Yes

As cause light damage, except the damage is 8 add 1/2 point per caster level (maximum 5).

CAUSE SERIOUS DAMAGE
Transmutation
Level: Sor/Wiz 3; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (see text); Spell Resistance: Yes

As cause light damage, except the damage is 12 add 1/2 point per caster level (maximum 8).

Cavalry
Conjuration (summoning)
Level: Arcane 4; Casting Time 1 round; Components V, S, M (a bit of horse hair); Range close (25 ft. + 5 ft./2 levels); Effect one mount per level; Duration 2 hours/level (D); Saving Throw none; Spell Resistance no

This spell functions like mount, except you can summon up to 1 light horse or pony per caster level, and you may designate others as riders for them.

CHARIOT OF THE VOID
Conjuration (Creation)
Level: Divine 9; Components: V, S, DF; Casting Time: 1 full round; Range: 10 ft.; Effect: Magical chariot capable of space travel; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No

By means of this spell, you conjure a Huge ebon chariot that twinkles with thousands of pinpoints of light as if it were constructed of a clear night sky. The chariot can carry yourself and 6 passengers, and you must act as the pilot. It also has compartments that can store 1,000 pounds of additional cargo. You alone control the chariot’s speed and direction of travel. If necessary, you make Travel checks with a handling bonus of 10 when controlling the chariot.

The chariot can travel on land, through the air, or through the void of space itself. It has a move of 250 (1,000 feet per round at all out movement).

A chariot of the void is capable of extreme acceleration in space. By reducing the spell’s duration by two hours, you can cause the chariot to travel 10 times faster than normal through space for one hour. The chariot’s normal maximum speed in space is 100 miles per hour. If you reduce the chariot’s duration by two hours, you can travel through space at 1,000 miles per hour for one hour.

Passengers and cargo in the chariot while it is moving enjoy immunity to air-based attacks, cold, heat, radiation, and exposure to vacuum. The chariot provides 1g of artificial gravity.

Chariot of the Void: Huge Vehicle; hp 80; Move 250; Hand 10; AR 10.

Clean
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, M; Casting Time: Full-round action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, object of up to 1,000 lb./level, or room of up to 100 square feet/level; Duration: Instantaneous; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)

The clean spell completely eliminates grime, dirt, and bacterial contaminants from the target. Smooth surfaces gain a faint shine, as if they had been polished.

If cast on a room or object, the clean spell destroys dirt, dust, and anything else that would ordinarily be wiped away with a thorough mundane cleaning. The room or object retains no fingerprints, and even the smallest hairs, skin cells, and garment fibers are cleaned away—rendering most evidence collection impossible, for example.

If cast on a creature, the clean spell disinfects wounds (doubling the natural healing rate for that day) and renders the creature scentless for 1 minute. This means that creatures with the scent extraordinary ability won’t be able to detect the subject by scent alone.

Material Component: Bar of soap.

Clown Car
Conjuration (Summoning)
Level: Arcane 4; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: Extradimensional space within an enclosed vehicle capable of holding one creature per caster level; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No

You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold a number of additional passengers equal to the caster’s level. A passenger may be up to Large size and can bring up to a medium load into the extradimensional space; creatures with more than a medium load cannot enter the extradimensional space.

Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same 5-foot square and are incapable of making attacks while so contained. Exiting the extradimensional space requires the passengers to physically exit the vehicle as well.

If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone in squares adjacent to the vehicle.

Focus: A klaxon, which must be honked when the spell is cast.

Color
Transmutation
Level: Arcane 1; Casting Time 1 standard action; Components V, S; Range touch; Target one creature or object of no more than 2 cu. ft./level; Duration permanent; Saving Throw Will negates, see text ; or none (object); Spell Resistance yes

This spell permanently alters the color of a creature or object. If the object is attended or the creature is unwilling, a Will save is allowed to negate the effect. The effect can be removed by remove curse.

Conjure Cab
Conjuration (summoning)
Level Arcane 1, Casting Time 1 round, Components V, S, Range close (25 ft. + 5 ft./2 level), Effect one summoned cab with driver, Duration 1 trip, up to 30 miles maximum, Saving Throw none; Spell Resistance no

Conjure Cab brings a cab (Taxi or coach as appropriate) to the caster. The conjured cab will take the caster and up to 3 others with no more than 100 pounds of luggage, to a destination named and then vanishes. The summoned cab driver has 3D in the appropriate skills and the cab has no handling bonus or penalty and will travel with traffic (it will not take evasive maneuvers or engage in combat; if attacked it has only 5 hit points and no AR).

Conjure Cab of Quality
Conjuration (summoning)
Level Arcane 1, Casting Time 1 round, Components V, S, M Range close (25 ft. + 5 ft./2 level), Effect one summoned cab with driver, Duration 1 trip, up to 30 miles maximum, Saving Throw none; Spell Resistance no

Conjure Cab brings a cab (Taxi or coach as appropriate) to the caster. The conjured cab will take the caster and up to 3 others with no more than 100 pounds of luggage, to a destination named and then vanishes. The summoned cab driver has 3D in the appropriate skills and the cab has no handling bonus or penalty and will travel with traffic (it will not take evasive maneuvers or engage in combat; if attacked it has only 5 hit points and no AR).

Identical to the regular conjure cab except it requires a small yellow flag (less than a credit), and the cab remains at the destination for a full minute to allow unloading.

Conjurer’s Toolbelt
Conjuration (Creation)
Level: 0 Arcane; Casting Time 1 standard action; Components V, S; Range personal; Effect conjures a nonmagical tiny object; Duration 1 min./level; Saving Throw none; Spell Resistance no

This spell creates a small tool that appears in your hand. The tool may not weigh more than 1 lb. and can be no larger than one cubic foot in size. The tool can be just about anything within the aforesaid limit and appropriate to the campaign. You could, for example, create a hacksaw, lock pick, crowbar, hammer, etc. The tool persists until it is broken, dispelled, or the duration of this spell expires. The tool will be of ordinary manufacture.

Continual Daylight
evocation [light]
Arcane 4, Divine 4; Casting Time 1 standard action; Components V, S, M (50 credits sunstone); Range touch; Target object touched; Duration Permanent; Saving Throw none; Spell Resistance no

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

CONTROL HIGH-TECH DEVICES
Transmutation
Level: Divine 5; Components: V, S; Casting Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Target: Any high-tech device up to 2 pounds/level; Duration: Concentration, up to 1 round/level (D); Saving Throw: Will negates (object); Spell Resistance: Yes (object)

You can control any high-tech device within range that you can see. Your ability to control these devices does not impart to the device the ability to do anything it normally could not do. Furthermore, you can actively control only one device at a time, doing so as a standard action. You can switch control from one device to another as a free action. If the device is in the possession of a creature, a Will save negates the control attempt.

Once control is established, you can cause the device to function (or malfunction) as you wish, subject to the normal limits of the device’s capabilities, so long as you maintain concentration on the control. Sentient creatures such as soulmechs cannot be affected by control high-tech devices.

CYBORG
Transmutation
Level: Divine 7; Components: V, S, DF; Casting Time: 1 action; Range: Personal; Target: You; Duration: 1 round/level (D)

By means of this spell, you transform into a powerful synthesis of creature and machine. Flesh and blood are replaced by advanced materials impervious to harm.

You become faster, stronger, more lethal, your senses sharpen, and your combat ability improves. While in cyborg form, you cannot cast spells, even from magic items. You are also recognizable as yourself, which means that cyborg is not a useful disguise.

For the spell’s duration, you have AR 14, and an enhancement bonus of 4 to both Lifting and Dexterity. Your ground speed increases by 10 feet. Advanced sensors grant you darkvision (60 feet) and a circumstance bonus of 2 to Listen and Spot checks. Furthermore, you function as if you had a built in multiscanner. You gain a bonus of 1 on attack rolls for every three caster levels. One of your arms effectively becomes a blaster carbine with a bayonet attachment. Treat the bayonet as a short sword. The spell powers the blaster carbine; it effectively has an unlimited number of shots.

Soulmechs cannot be affected by this spell.

Dataread
Divination
Level: Arcane 2, Divine 2; Components: V, S, F/DF; Casting Time: Attack action; Range: Touch; Effect: Read machine readable data; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: No

You run your finger over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data. The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.

Degauss
Transmutation
Level: Arcane 1, Divine 1; Components: V, S; Casting Time: Attack action; Range: Touch; Effect: Stored data is erased; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

By touching a single device that contains electronic files, such as a computer, external hard drive, CD-ROM, or magnetic disk, you erase all files on that device. The device is rendered empty of data.

DEMOLISH
Transmutation
Level: Arcane 6; Components: V, S; Casting Time: 1 action; Range: Close (25 ft. + 5 ft/2 levels); Target: One object up to 250 lb. per caster level; Duration: Instantaneous; Saving Throw: None; Spell Resistance: Yes

The object or construct touched loses all but 1d4 hit points. Ignore the target’s hardness—this damage is generated within.

DETECT SURVEILLANCE
Divination
Level: Arcane 3; Components: V, S, M; Casting Time: 1 action; Range: 120 ft.; Area: 120-ft. radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Spell Resistance: No

You instantly become aware of anyone watching you or monitoring your activities, either directly or by electronic or hi-tech means. This does not include magical forms of scrying.

If a spy or device is within the spell’s area of effect, you know its location. Otherwise, you know the direction from which the surveillance is coming, as well as the distance (within 10%). You do not get an image of the spy, but you can immediately identify any device.

Material Component: A small bug.

ENDURE RADIATION
Abjuration
Level: Arcane 1, Divine 1; Components: V, S; Casting Time: 1 action; Range: Touch; Target: Creature touched; Duration: 24 hours; Saving Throw: None; Spell Resistance: Yes

Similar to endure elements, this spell protects the target against radiation. Each round, the spell absorbs 5 points of damage the target would have taken from radiation. The spell protects the target’s equipment, too. The spell cuts the chance of the target contracting radiation sickness by 50%.

Endure radiation overlaps (and doesn’t stack with) resist radiation and protection from radiation. Only the more (or most) powerful such spell cast on the target works at a time.

ENTER THE DATASTREAM
Transmutation
Level: Arcane 6, Divine 6; Components: V; Casting Time: 1 action; Range: Personal; Target: You; Duration: 10 minutes/level

By means of this spell, you confer upon yourself the ability to become an electronic datastream that can be transmitted between devices designed to transmit and receive such data. You could, for example, enter a personal communicator and exit a home holo-entertainment center hundreds of miles away. Movement as a datastream is effectively at the speed of light, and can be used for interplanetary travel, assuming the trip’s time does not exceed the spell’s duration. There is no limit to the number of times you can enter the datastream during the spell’s duration. Changing to an electronic datastream is a standard action. At the end of your transmission, you return to your normal form automatically, but cannot act again until your next turn. Enter the datastream does not grant any special knowledge about potential destinations.

ELECTRIC SCRY
Divination
Level: Arcane 2, Divine 2; Components: V, S, F, DF; Casting Time: 1 action; Range: See text; Effect: Enhance hi-tech sensor; Duration: 1 minute/level; Saving Throw: None (see text); Spell Resistance: No (see text)

This spell allows the caster to cast spells through an electronic surveillance sensor, such as a camera, as if it were a magical scrying device. The following spells can be cast through the sensor onto any area or target that can be seen through the sensor, no matter how far away the caster is while watching the monitor: comprehend languages, darkvision, read magic, and tongues. The following spells have a 5% chance per caster level of working properly: detect magic, detect chaos, detect evil, detect good, detect law, and message.

Focus: A working visual sensor trained on an area.

ESURIENCE
Transmutation
Level: Arcane 4
Components: V, S, M; Casting Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Target: One creature; Duration: Instantaneous; Saving Throw: Fortitude half; Spell Resistance: Yes

By means of this spell, you inflict several days’ worth of starvation on your target all in the blink of an eye. Your victim suffers 3 points of subdual damage per caster level (maximum 30). Furthermore, your victim is fatigued until it is able to eat and rest for at least 8 hours. A fatigued creature suffers an effective penalty of –2 to Strength and Dexterity, and it cannot run or charge. Subdual damage inflicted by esurience cannot be healed (even by magical means) until the creature has recovered from the fatigue. A successful Fortitude save halves the subdual damage inflicted. Soulmechs are immune to esurience.

Material Component: A handful of dust.

Falcons Coordination
transmutation
Level: Arcane 2, Divine 2; Casting Time 1 standard action; Components V, S, M/DF (feathers or droppings from a falcon); Range touch; Target creature touched; Duration 1 min./level; Saving Throw Will negates (harmless); Spell Resistance yes

The transmuted creature becomes more coordinated, reactive, and in tune with machines and animals. The spell grants an enhancement bonus of 2 to Transport, adding the same bonus to any Transport-based skill checks and other uses of the attribute.

Fast Food
conjuration (creation)
Level Arcane 3, Divine 3; Casting Time 5 minutes; Components V, S; Range close (25 ft. + 5 ft./2 levels); Effect food and water to sustain one human/level for 24 hours
Duration 1 hour/level; see text; Saving Throw none; Spell Resistance no

The food that this spell creates is tasty treats of your choice—not very nourishing, but easy to snack on. Food so created decays and becomes inedible after 1 hour/level, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it the falvor doesn’t come back and it isn’t very appetizing. The drinks created by this spell can be juice, soda, or other non-alcoholic beverages, and while it doesn’t go bad as the food does the flavor and carbonation become dull and tasteless after the initial duration ends.

Flexarmor
Trasmutation
Level: Arcane 2, Divine 2; Casting Time 1 standard action; Components V; Range touch; Target armor touched; Duration 1 minute/level; Saving Throw Will negates (object, harmless); Spell Resistance yes (object, harmless)

Flexarmor causes a single set of armor to become more malleable and less restrictive. The target’s Perception penalty is reduced by 1, and an additional 1 for every five caster levels (maximum of 5 at level 20). The Arcane penalty is decreased by 1, adding 1 for every five caster levels (maximum decrease of 5 at level 20).

Friendly Face
Enchantment (charm)
Level: Arcane 2; Casting Time 1 standard action; Components V, S; Range personal; Target you; Duration 1 hour/level; Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Everyone you meet sees you as friendly and nonthreatening. Those who fail a Will save improve their reaction toward you one step (5 points) in the positive direction, when you make a persuasion or bargain roll against them. Those who succeed on their save do not react toward you any more negatively than they normally would. Starting at 5th caster level, you improve their reaction two steps (10 points) in the positive direction.

Glamour (aka Beauty’s Caress)
Illusion (glamer)
Level: Arcane 1; Casting Time 1 standard action; Components V, S, M (a drop of perfume); Range personal; Target you; Duration 10 min./level (D); Saving Throw Will disbelief (if interacted with); Spell Resistance no

You ensorcel yourself to appear beautiful to anyone looking upon you. Not only will they find you attractive, but all your Bargain and Persuasion checks gain a circumstance bonus of 5.

This spell does not change any specifics of your appearance, such as gender, race, and so forth, although it proves useful to cast in conjunction with disguise self or alter self.

GREATER ELECTRIC SCRY
Divination
Level: Arcane 5, Divine 5; Components: V, S, F, DF; Casting Time: 1 action; Range: See text; Effect: Enhance hi-tech sensor; Duration: 1 minute/level; Saving Throw: None (see text); Spell Resistance: No (see text)

This works just like electric scry, but the following spells can be cast reliably through the monitor: comprehend languages, darkvision, detect magic, detect chaos, detect evil, detect good, detect law, message, read magic, and tongues.

Illusionary Shell
illusion (glamer)
Level Arcane 6; Casting Time 1 standard action; Components V, S; Range touch; Target creature/object touched; Effect object or creature no larger than a 20-ft. cube; Duration permanent (D); Saving Throw: None (see text); Spell Resistance: No (see text)

This alters the appearance of a creature or object, the appearance is fixed but the caster may change it by concentrating. Items can be made to appear as any other object creature up to 10% larger or smaller than it really is. Those interacting with it get a will save to disbelieve. The shell includes visual, auditory, olfactory, and thermal elements.

IMPECCABLE TIMING
Divination
Level: Arcane 2, Divine 3; Components: V, S, F; Casting Time: 1 action; Range: Touch; Target: Creature touched; Duration: 5 rounds (see text); Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

The creature affected by this spell gains an insight bonus of 20 to a single attack roll, skill check, or ability check that results from the ready action. The affected creature has 5 rounds after the spell’s casting, during which time it can benefit from impeccable timing only once (and then the spell ends).

Focus: An hourglass.

Immobilize Object
Transmutation
Level: Arcane 3; Casting Time 1 standard action; Components V, S, MF (an adamantine pin worth 10 credits); Range medium (100 ft. + 10 ft./level); Target one object or construct; Duration 1 round/level (D); see text; Saving Throw Will negates; see text; Spell Resistance yes

This spell causes the object or construct touched to be pinned in place, even defying gravity (the combat maneuver and Escape Artist DC are equal to the caster level difficulty used when casting it). The object can hold up to 2,000 pounds plus 600 pounds per level (the spell ends if more weight is placed on the object). Similarly, a creature can end the spell by pushing against the target object with a successful Strength check (DC equal to the spell’s DC). A creature caught within immobilized armor is entangled and pinned until the armor is removed or the creature makes a successful stealth (escape artist) check.

INSTANT REBOOT
Transmutation
Level: Arcane 2, Divine 2; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Reflex negates (see text); Spell Resistance: Yes

This spell instantly turns an electrically powered device on. If the device is under someone’s direct control, the controller can make a Reflex save to avoid the effect.

This spell can reboot a soulmech that’s been affected by a power down spell. The soulmech recovers instantly and is ready to act the round after the spell is cast.

IRRADIATE
Evocation
Level: Arcane 8, Divine 8; Components: V, S, DF; Casting Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Area: Beam 5 ft. wide and 100 ft. + 10 ft./level long, starting right in front of you; Duration: 1 round/level or until all beams are; exhausted; Saving Throw: Reflex negates and half (see text); Spell Resistance: Yes

Similar to sunbeam, this spell hits its targets with a beam of high-frequency radiation. You can fire one beam for every three caster levels you have, up to a total of six beams.

All creatures in the beam take 9 damage and contract radiation sickness. (Rules for radiation sickness are in the Galaxy Guide.) A Reflex save negates the sickness and cuts the damage in half.

The radiation is even more lethal to fungi, molds, oozes, slimes, and jellies. They take 3 points of damage per caster level, up to 60. AReflex save halves the damage. Undead cannot be made ill, but the other creatures can. Soulmechs take the damage but do not become ill.

Machine Invisibility
Illusion
Level: Arcane 2; Components: V, S, F; Casting Time: Attack action; Range: Personal or touch; Target: One creature or object weighing no more than 100 lb./level; Duration: 1 minute/level (D); Saving Throw: Will negates (harmless) or Will negates (harmless, object); Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched cannot be detected by video cameras, electronic sensors, or other high-tech detection machines. The creature is also invisible to mechanical constructs such as gear golems, digital homunculi, and mechanical homunculi. If the recipient is a creature carrying gear, the gear is likewise undetectable. The subject is missing from still photos taken while the spell is in effect, closed-circuit television monitors don’t display the subject, and other machines are likewise fooled. The creature or object touched can stand on a scale and doesn’t appear to weigh anything. Infrared and heat sensors detect only the ambient heat levels. X-ray machines don’t reveal the presence of an object with machine invisibility. Microphones don’t pick up sounds that the subject makes directly, although they will pick up sounds that subject makes by interacting with the environment. A hidden microphone wouldn’t hear the subject’s voice but would record the sound of that creature throwing a brick through a window.

Items dropped or put down by an affected creature become visible to machine detectors; items picked up disappear if tucked into clothing or a bag carried by the creature. Light never becomes invisible, although a source of light can become so (thus, the effect in a photograph or video image is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.

The spell ends if the subject attacks any creature. For purposes of this spell, an “attack” includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, the subject and its gear immediately becomes visible to machines.

While machine invisibility is useful for many tasks requiring stealth, it sometimes makes the subject’s life more difficult. A stoplight sensor under an intersection might not pick up a motorcycle with machine invisibility. Automatic sliding doors at the supermarket won’t open for the subject of machine invisibility. Talking on the telephone or radio is impossible.

Focus: A glass lens, which the caster fogs by breathing on it.

MAGIC BULLETS
Transmutation
Level: Arcane 2, Divine 2; Components: V, S, F, DF; Casting Time: 1 action; Range: Touch; Target: One clip; Duration: 1 minute/level or until discharged; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)

This spell can be cast upon a single clip of any kind of physical ammunition (bullets and other projectiles). The projectiles in the clip gain a 1 enhancement bonus to attack rolls. If you’re casting it as a divine spell the projectiles are also considered blessed.

If the projectiles in the clip are all fired, the spell ends. Putting new projectiles into the clip doesn’t do any good. Only the projectiles in the clip at the time of the casting are affected by the spell.

Focus: The clip.

Magic ID
Illusion
Level: Arcane 0; Components: V, S, F; Casting Time: Attack action; Range: Touch; Effect: Illusory identification card; Duration: See description; Saving Throw: Will disbelief (if interacted with); Spell Resistance: No

With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. For example, you might make a business card look like a driver ’s license, or a video club card look like an FBI identification card. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.

Focus: A small card or slip of paper.

Magic Shop
Conjuration (creation)
Level: Arcane 3; Casting Time 10 minutes; Components V, S, F; (chip of stone, silver wire and a silver bell worth 2 credits); Range close (25 ft. + 5 ft./2 levels); Effect 20-ft.-square structure; Duration 2 hours/level (D); Saving Throw none; Spell Resistance no

You conjure a sturdy merchant’s shop made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the building resembles a merchant’s shop, with a sturdy door, two shuttered windows, and a sign that depicts any simple image you designate.

The shop has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal building, and extreme heat adversely affects it and anyone inside. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door and shutters are secure against intrusion, being arcane locked. In addition, these two areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shop.

The magic shop contains simple furnishings—a countertop, display shelves, a workbench, two stools, and a writing desk.

Magnify Vision
Transmutation
Level: Arcane 2, Divine 2; Casting Time 1 standard action; Components V, S, DF / M (magnifying glass); Range personal; Target you; Duration 1 round/level (D)

This spells doubles the range of your vision. If you have darkvision, this doubles the range of it for the duration of the spell.

Mask Metal
Illusion
Level: Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: A single metal object weighing no more than 10 lb./level; Duration: 10 minutes/ level (D); Saving Throw: None or Will negates (harmless, object); Spell Resistance: No or yes (harmless, object)

This glamer makes a metal object undetectable to metal detectors. When any creature or character makes an awareness check to detect the object, he or she does not gain equipment bonuses from any device that detects metal.

Material Component: A magnet.

Mass Baleful Polymorph
Transmutation (polymorph)
Level: Arcane 8; Range: Close (25 ft + 5 ft/2 levels); Casting Time: 1 standard action, Components: V,S; Targets: One or more creatures, no two of which can be more than 30 ft. apart; Duration: Permanent; Saving Throw: Fortitude negates, Will partial, see text; Spell Resistance: yes

As beast shape III, except that you change the subjects into a Small or smaller animals of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a bonus of 4 on the save (10 needed instead of 14).

If the spell succeeds, the subjects must also make a Will save (also 14). If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the mental ability scores (Kno, Per, Cra) of its new form in place of its own. It still retains its physical skills and hit points, as well as all benefits deriving therefrom (such as base lifting damage).

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

MASS RESTORE
Transmutation
Level: Arcane 8; Range: Close (25 ft. + 5 ft/2 levels); Targets: One or more items (up to 250 lb. per caster level each) or creatures, no two of which can be more than 30 ft. apart

This spell works just like restore, except as noted above.

Outfit
This complex spell has it’s own listing: Outfit

Phantom Chopper
Conjuration (Creation)
Level: Arcane 3; Components: V, S; Casting Time: 10 minutes; Range: 0 ft.; Effect: One quasi-real motorcycle; Duration: 1 hour/level (D); Saving Throw: None; Spell Resistance: No

You conjure a quasi-real motorcycle. The motorcycle can be ridden only by you or the one person for whom you specifically create the cycle. A phantom chopper looks like a heavily customized motorcycle of indeterminate make and model. It has realistic-looking license plates, and you decide what the license plate says when you cast the spell.

The phantom chopper has an Armor Rating of 5, and 20 hit points +1 hit point per caster level. If it loses all its hit points, the phantom chopper disappears. A phantom chopper
has a top speed of 40 feet per caster level, and a handling bonus of 1. The phantom choppers gains certain powers according to caster level. A motorcycle’s abilities include those of motorcycles of lower caster levels. Thus, the phantom chopper created by a 11th-level caster has the 7th-level and 9th-level abilities.

7th Level: The motorcycle can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

9th Level: The motorcycle can ride over water as if it were firm, dry ground.

11th Level: The motorcycle can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The phantom chopper cannot take off and fly. It can only ride horizontally across the air. After 1 round in the air, the motorcycle falls.

13th Level: The car can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Phantom Limousine
Conjuration (Creation)
Level: Arcane 5; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: One quasi-real limousine; Duration: 1 hour/level (D); Saving Throw: None; Spell Resistance: No

You conjure forth a quasi-real limousine that seats eight Medium characters (two in the front and six in a comfortable passenger area), four Large creatures (one in the front and three in the back), or sixteen Small creatures (four in the front and twelve in the back). The limousine has the exterior color and design details you choose when you prepare the spell, and the interior is one of opulent luxury. You decide what its license plates look like when you cast the spell.

The phantom limousine has an Armor Rating of 15, and 50 hit points +1 point per caster level. If it loses all its hit points, the phantom limousine disappears. A phantom limousine is much faster than it looks, with a top speed of 60 feet per caster level, and a Handling Penalty of –2.

A phantom limousine has enough luxurious food and drink inside to provide a hearty meal for all passengers. It is airtight and can even travel underwater at a speed of 10 feet per caster level and gains the other powers as the other phantom vehicles do.

10th Level: The limo can drive over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

12th Level: The limo can use water walk at will (as the spell, no action required to activate this ability).

14th Level: The limo can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

16th Level: The limo can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Focus: A pair of car keys on a silver keychain.

Phantom Projectiles
Transmutation
Level: Arcane 5; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: 50 projectiles, all of which must be in contact with each other at the time of casting; Duration: 1 hour/level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)

You turn ammunition (such as arrows, bolts, bullets, and shuriken) into incorporeal projectiles that damage only their intended targets.

Phantom projectiles pass through intervening obstacles (including armor) and thus ignore cover bonuses and Armor Rating. Barriers of magical force, such as a wall of force, stops them. Phantom bullets count as having a 3 enhancement bonus for the purpose of overcoming damage reduction, although they don’t actually receive the enhancement bonus on attacks or damage. Additionally, the phantom bullets disappear 1d4 rounds after being fired, making it impossible to gather ballistic evidence.

Material Component: In addition to the bullets, the caster needs a small chunk of lithium.

Phantom Sedan
conjuration (creation)
Level Arcane 4, Casting Time 10 minutes; Components V, S; Range 0 ft.; Effect one quasi-real passenger sedan; Duration 1 hour/level (D); Saving Throw none; Spell Resistance no

You conjure a quasi-real Passenger Sedan (The exact description can be customized as you wish.) You or a person you designate while casting the spell must drive the car, which can carry up to six passengers (including the driver).

The car has an AR of 6, Handling of 3, Hit points are 30 plus 1 per caster level, speed of 50 feet per caster level.

These cars gain certain powers according to caster level. A car’s abilities include those of cars of lower caster levels.

8th Level: The car can drive over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The car can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The car can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The car can fly at its speed with a bonus on Fly skill checks equal to your caster level.

Pocket Change
School conjuration (creation)
Level Arcane 1-9; Casting Time 1 standard action; Components V, S; Range 0; Effect coins; Duration instantaneous; Saving Throw none; Spell Resistance no

This spell creates a number of coins which are real and may be spent (it doesn’t create paper money). Amount and type of coin depends on level of spell:

1: 10 copper pieces
2: 10 copper pieces, 5 silver pieces
3: 1 gold piece, 5 silver pieces
4: 2 gold pieces, 8 silver pieces
5: 4 gold pieces, 5 silver pieces
6: 6 gold pieces, 6 silver pieces
7: 8 gold pieces, 11 silver pieces
8: 1 platinum piece, 1 gold piece, 10 silver pieces
9: 1 platinum piece, 5 gold pieces, 3 silver pieces

Power Device
Transmutation
Level: Arcane 1; Components: V, S; Casting Time: Attack action; Range: Touch; Effect: Powers one electrical or mechanical device; Duration: 10 minutes/level; Saving Throw: None; Spell Resistance: No

This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power. This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.

POWER DOWN
Transmutation
Level: Arcane 2, Divine 2; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Reflex negates (see text); Spell Resistance: Yes

This spell causes an electrically powered device to suddenly turn off, even if the device doesn’t have an off switch. This includes computers, vehicles—even robots. If the device is under someone’s direct control, the controller can make a Reflex save to avoid the effect. This spell can shut down a soulmech, too. The soulmech gets the Reflex save but shuts down if it fails. The soulmech’s systems come back on line in 2 rounds. For the duration of the effect, the soulmech is treated as stunned.

Precipitate
Conjuration (creation)
Level: Arcane 1, Divine 1; Casting Time 1 standard action; Components V, S, M/DF (a small, dried gourd or rattle); Range close (25 ft. + 5 ft./2 levels); Area cylinder (40-ft. radius, 20 ft. high); Duration concentration, up to 1 round/level (D); Saving Throw none; Spell Resistance no

You create driving rain in the spell’s area if the temperature is above 50 degrees Fahrenheit, sleet or rain instead if the air temperature is between 50 degrees Fahrenheit and freezing, and sleet or snow if the air temperature is freezing or below. The precipitation blocks all sight (including darkvision) beyond 5 feet. A creature 5 feet away has concealment (attacks have a increase of 5 in difficulty), while creatures farther away have total concealment (attacks have an increase of 20 to difficulty, and the attacker cannot use sight to locate the target). In addition, each type of precipitation has an additional effect:

Rain: Small, unprotected mundane flames (such as candles, torches, and campfires of Tiny size) are extinguished by the driving rain. There is no effect on fire creatures or magical flames.

Sleet: Ground in the area becomes slick and icy, so creatures can move safely only at one-half speed. Creatures moving at full speed must make an Acrobatics check DC 10, with failure indicating that the creature cannot move on the ice, and failure by 5 points or more meaning that the creature falls prone.

Snow: Ground in the area becomes icy and snow accumulates. Creatures can move only at one-half speed, and no running or charging is possible. Even moving at one-half speed, a creature must make an Acrobatics check DC 10, with failure indicating that the creature cannot move and failure by 5 points or more meaning that the creature falls prone.

PROTECTION FROM RADIATION
Abjuration
Level: Arcane 3, Divine 3; Components: V, S, DF; Casting Time: 1 action; Duration: 10 minutes/level or until discharged

This works like endure radiation, except it makes the target invulnerable to the effects of radiation. The target is undamaged and cannot contract radiation sickness. Once the spell absorbs 6 points of radiation damage per caster level, it is discharged.

Protection from elements overlaps (and doesn’t stack with) endure radiation and resist radiation. Only the more (or most) powerful such spell cast on the target works at a time.

Psychic Twin
Divination
Level: Arcane 3, Divine 4; Casting Time 1 standard action; Components V, S, F (a pair of platinum rings worth 50 credits worn by both you and the target); Range close (25 ft. + 5 ft./2 levels); Target one humanoid creature; Duration 1 round/level (D); Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You forge a psychic link between you and one target humanoid within range. Once the link is established, you share the experiences of your ally, granting both of you the ability to use each other’s ranks in any skill (though not your attribute base) in place of your own. In addition, while under the effects of psychic twin, neither character can be flanked unless both characters are flanked. Likewise, neither character is surprised unless both characters are surprised.

REATTACH
Transmutation
Level: Arcane 7; Components: V, S; Casting Time: 3 full rounds; Range: Touch; Target: One object (up to 250 lb. per caster level); Duration: Instantaneous; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

The target item or construct’s missing parts reattach to it. If the parts are touched to the area from which they were severed, this takes 1 round. Otherwise, entirely new parts seem to grow from within the target and attach themselves where the original parts were. This takes 10 rounds.

The spell also repairs 4 points of damage add 1/2 point per caster level (maximum 10).

Items or constructs that have been entirely destroyed (have no hit points left) cannot have this spell cast on them.

RE-CREATE
Transmutation
Level: Arcane 9; Components: V, S; Casting Time: 10 minutes; Range: Touch; Target: One object (up to 250 lb. per caster level); Duration: Instantaneous; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

Items or constructs that have been entirely destroyed (have no hit points left) can be recreated by this spell. If you have at least 1% of the original item or construct, you can cast this spell on it. The object or construct is fully restored. This spell does not work on soulmechs.

Recreation
Conjuration
Level: Arcane 2, Divine 2; Components: V, S; Casting Time: 1 minute; Range: Touch; Target One creature; Duration: 2 hour/level; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

Recreation allows the recipient to rest while engaging in certain activities. The general restriction is that the activity must be done for recreation or enjoyment. A character could dance for rest under the effects of the spell but dancing as a performance to gain money could not be done as they would be working. Likewise a person could engage in social activities, but could not bargain or persuade for monetary gain, information, or status. As a general rule anything being done purely for enjoyment counts as rest even if strenuous while anything that accomplishes and end doesn’t (reading for pleasure is rest, studying is not).

REFUEL
Evocation
Level: Arcane 2; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

The item touched must be either an empty fuel tank or a depleted battery or energy cell. The fuel tank is instantly filled or the battery or energy cell is fully recharged.

REINFORCE
Transmutation
Level: Sor/Wiz 1; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: 1 minute/level; Saving Throw: Will negates (harmless, object); Spell Resistance: Yes (harmless, object)

The object you touch becomes more resistant to damage. It gains a enhancement bonus of 5 to its armor rating.

Remembrance
Divination
Level: Arcane 3; Casting Time 1 round; Components V, S, M (1 copper piece); Range personal; Target you; Duration instantaneous

This spell allows you to instantly recall something specific from your past that you want to remember (such as the precise route taken through a maze of corridors, the contents of a scroll read long ago, the face of someone you met only fleetingly, or the activation words for a magic item). Remembrance comes to you with vivid clarity, as if you’ve just experienced it for the first time, and you will be able to examine it repeatedly without fading or distortion until the next time you sleep. This spell can only restore memory of an event or piece of information the caster once knew; it can’t be used to reveal something you never experienced. If the memory you are seeking has been magically suppressed, remembrance grants an immediate Will check, with a bonus of 5, to negate the suppressing magic.

REPAIR CIRCLE
Transmutation
Level: Arcane 5; Components: V, S; Casting Time: 1 action; Range: 20 ft.; Area: All objects or constructs within a 20-ft.-radius burst centered on you; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

Objects and constructs in the area regain 4 points of damage add 1/2 point per caster level (maximum 10). Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired.

REPAIR CRITICAL DAMAGE
Transmutation
Level: Arcane 4; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

As repair light damage, except it repairs 16 points of damage add 1/2 point per caster level (maximum 10).

REPAIR LIGHT DAMAGE
Transmutation
Level: Arcane 1; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

The object or construct touched regains 4 points of damage add 1/2 point per caster level (maximum 3). Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired.

REPAIR MINOR DAMAGE
Transmutation
Level: Arcane 0; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

As repair light damage, except it only repairs 1 point of damage.

REPAIR MODERATE DAMAGE
Transmutation
Level: Arcane 2; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object, Duration: Instantaneous, Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

As repair light damage, except it repairs 8 points of damage add 1/2 point per caster level (maximum 5).

REPAIR SERIOUS DAMAGE
Transmutation
Level: Arcane 3; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)

As repair light damage, except it repairs 12 points of damage add 1/2 point per caster level (maximum 10).

RESIST RADIATION
Abjuration
Level: Arcane 2, Divine 2; Components: V, S, DF; Casting Time: 1 action; Duration: 1 minute/level

This spell works like endure radiation, except it absorbs the first 12 points of damage every round. Also, it cuts the chance to acquire radiation sickness to 25% of normal.

Resist radiation overlaps (and doesn’t stack with) endure radiation and protection from radiation. Only the more (or most) powerful such spell cast on the target works at a time.

RESTORE
Transmutation
Level: Arcane 6; Components: V, S; Casting Time: 1 action; Range: Touch; Target: One object (up to 250 lb. per caster level); Duration: Instantaneous; Saving Throw: None; Spell Resistance: Yes (harmless)

The object or construct touched is completely repaired and looks as good as new. Restore does not remove negative levels or permanently drained levels. Nor can it restore lost limbs to a construct. Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired by this spell.

Ride (I-IX)
conjuration (summoning)
Level: Arcane 1; Casting Time 1 round; Components V, S, F (a key); Range close (25 ft. + 5 ft./2 levels); Effect one vehicle; Duration 2 hours/level (D); Saving Throw none; Spell Resistance no

Samples listed with the link
This spell summons one vehicle ready to use charged and fueled as appropriate. There are 9 spells (level 1 through level 9) with the higher level versions able to summon more advanced vehicles. Value of vehicle choices in credits are as follows;

Ride 1: 200 credits (about $1,000 US)
Ride 2: 1,600 credits (about $8,000 US)
Ride 3: 5,400 credits (about $27,000 US)
Ride 4: 12,800 credits (about $64,000 US)
Ride 5: 25,000 credits (about $125,000 US)
Ride 6: 43,200 credits (about $216,000 US)
Ride 7: 68,600 credits (about $343,000 US)
Ride 8: 102,400 credits (about $512,000 US)
Ride 9: 145,800 credits (about $729,000 US)

SAVE TIME
Transmutation
Level: Arcane 2; Components: V, M; Casting Time: 1 action; Range: Touch; Target: Creature touched; Duration: 1 minute (see text); Saving Throw: None; Spell Resistance: Yes (harmless)

This spell enables the creature touched to complete any one skill check in 1/20th the time it would normally take. For a skill that can normally be checked in 1 round, the skill check becomes a free action. For a skill that takes longer, divide the normal time required by 20, but the skill check requires at least a standard action in any event. Also, save time only affects the touched creature, not any materials the creature may be working with. This spell cannot, for example, make chemical reactions take place quicker than normal and so cannot be used to craft alchemist’s fire. Save time lasts until the target completes his next skill check, but the skill check must be started within one minute of casting save time.

Material Component: A bit of quicksilver.

Sculpt Body
transmutation
Level Arcane 4; Casting Time 1 standard action; Components V, S; Range touch; Target person touched; Duration instantaneous; Saving Throw Fortitude negates; Spell Resistance yes

You create cosmetic changes to a person, similar to disguise self, except the changes are physical rather than illusory. This does not change any of the person’s abilities. This is the Arcane version of cosmetic surgery, since it is instant it cannot be dispelled, but it is also not maintained so a person made thin and smooth skinned will wrinkle and gain weight naturally in the future.

Secret Pocket
Conjuration (Summoning)
Level: Arcane 3, Divine 3; Components: V, S, M/DF; Casting Time: Attack action; Range: Object touched; Target: One pocket on a garment; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No

The secret pocket spell creates an extradimensional space that only you can reach through a pocket in the target garment. The secret pocket can hold 1 pound per caster level, and you can put anything in it that will physical fit through the pocket opening. The item can be of any length and isn’t otherwise restricted by the pocket’s actual dimensions—it just has to be able to fit through the opening. The contents of the extradimensional space never cause the pocket to bulge, and items inside the secret pocket have no weight once they’re placed inside (although the weight still counts against the capacity of the extradimensional space). Whenever you reach into the pocket, you access the extradimensional space rather than the actual pocket. Anyone else who examines the pocket finds it completely ordinary. If someone else puts something in the pocket, you can’t reach it because your hand goes into the extradimensional space instead.

You can give the garment to someone else to wear if you like, but only you can access the extradimensional space through the pocket.

Arcane Material Component: A black handkerchief.

Servant Horde
Conjuration (creation)
Level: Arcane 4; Casting Time 1 standard action; Components V, S, M (a piece of string and a bit of wood); Range close (25 ft. + 5 ft./2 levels); Effect one invisible, mindless, shapeless servant per level; Duration 1 hour/level; Saving Throw none; Spell Resistance no

This spell summons a number of unseen servants up to the caster’s level, each is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servants can perform only one activity at a time, but each may be given a different task. It can open only normal doors, drawers, lids, and the like. It has an effective Lifting score of 4 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 6 or that requires a check using a skill that can’t be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Summarize
Divination
Level: 0 Arcane, 0 Divine; Casting time 1 standard action; Components V, S; Range touch; Duration instantaneous; Saving Throw Will negates (object); Spell Resistance yes (object)

This spell allows you to quickly summarize a text of up to 250 pages. If a text is over 250 pages, two or more castings of the spell are needed to summarize the entire text. The caster chooses the form of the summary at the time of casting: mental or audible. The summary, in the form of a short paragraph, is either mentally understood at the end of casting or audibly spoken at the end of the spell’s casting.

Summon Servant
conjuration (creation)
Level Arcane 3; Casting Time 10 minutes; Components V, S; Range 10 ft.; Effect one quasi-real, humanlike creature; Duration 1 hour/level (D); Saving Throw none; Spell Resistance no

You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can perform any menial tasks such as cooking, cleaning, or repairs. This phantom creature does not fight, and animals shun the creature and refuse to attack it.

The rider has an AR of 4, Reflexes of 11, and HP of 7 hit points plus 1 hit point per caster level. If it loses all its hit points, the summoned Servant disappears. A Summoned Servant has a land speed of 30 feet, and makes checks for one skill of choice at 2D plus one pip per caster level but all others at 2D.

Summon Weapon
Conjuration (summoning)
Level: Arcane 1, Divine 1; Casting Time 1 immediate action; Components V; Range personal; Effect one summoned melee or ranged weapon; Duration 1 min./level (D); Saving Throw none; Spell Resistance no

This spell summons one melee or ranged weapon (but not ammunition) of your choice. This weapon appears in your hands. The weapon is typical for its type and appropriate for your size. Only one weapon appears per casting, and only you can wield it. If you set it down or hand it to someone else, it vanishes as soon as you release it from your grasp. You can’t summon a weapon too large to be held in your two hands.

Supercharge I-IX
transmutation
Level Arcane 1 – 9; Casting Time 1 standard action; Components V, S, M (a bit of grease); Range touch; Target 1 vehicle; Duration 1 hour/level (D)

This spell gives an enhancement bonus to a vehicle’s base speed based upon the level of the Supercharge spell used.
Supercharge I: Level 1, Move increase 10
Supercharge II: Level 2, Move increase 30
Supercharge III: Level 3, Move increase 50
Supercharge IV: Level 4, Move increase 70
Supercharge V: Level 5, Move increase 90
Supercharge VI: Level 6, Move increase 110
Supercharge VII: Level 7, Move increase 130
Supercharge VIII: Level 8, Move increase 150
Supercharge IX: Level 9, Move increase 170

Synchronicity
Abjuration
Level: Arcane 5, Divine 5; Components: V, S, F/DF; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 10 minutes/level; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

The synchronicity spell subtly rearranges reality so that the subject isn’t inconvenienced by the minor delays in modern life. For the subject of synchronicity, the traffic light is always green and there’s always a waiting elevator. On a city street, synchronicity ensures that a taxicab pulls up within 1 round of the subject standing on the curb. The subway trains always run on time for the subject of synchronicity, and waiters and clerks promptly arrive whenever they’re needed.

Though designed for convenience, the synchronicity spell offers advantages for a caster in harm’s way. The subject of synchronicity can run at full speed through even through a dense crowd, because people subconsciously move aside. The synchronicity spell also provides a bonus of 4 to Reflexes when the subject’s movement puts them in reach of melee, because even enemies have a tendency to stay out of the subject’s way.

Synchronicity is also useful during car chases. Because other cars naturally get out of the way and traffic lights always turn green, a driver with synchronicity gains an inherent bonus of 8 on Transport checks in urban areas and can make an unlimited number of avoid hazard and hard turn stunts. When engaged in vehicular hide-and-seek, the synchronicity spell provides an inherent bonus of 8 on Stealth checks (if you’re being chased) or Awareness checks (if you’re pursuing another vehicle) because other cars and pedestrians naturally aid your efforts.

Arcane Focus: A gold-level credit card or garage door remote control.

TOTAL PROTECTION
Abjuration
Level: Arcane 5, Divine 5; Components: V, S, DF; Casting Time: 1 action; Range: Touch; Target: Creature touched; Duration: 1 hour/level or until discharged; Saving Throw: None; Spell Resistance: Yes

The target is temporarily invulnerable to all of the elements (acid, cold, fire, electricity, and sonic) and to radiation as well. When the spell absorbs 6 points of damage per caster level from a single protected source, the protection from that source fails. If all six kinds of protection fail, the spell is discharged.

The spell also provides breathable air for the target. In effect, the target can survive in space with only this spell for protection.

Total protection overlaps (and doesn’t stack with) endure elements, endure radiation, resist elements, resist radiation, protection from elements, and protection from radiation. Only the more (or most) powerful such spell cast on the target works at a time.

Trace Purge
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, M/DF; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Area: 15-ft.-radius emanation centered on a point in space; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No

When you cast this spell, you touch one creature (yourself or someone else). The spell eliminates all physical evidence left by that person’s body (fingerprints, fluids, hairs, and so forth) within the affected area along with any evidentiary materials accidentally deposited by that person’s body, clothes, or gear (such as fibers, mud, dust, and so forth). The spell only affects materials no larger than a few strands of hair or a few ounces of dirt. It does not change any disturbances that person created (including footprints, tool marks, or broken items) or remove any object the target person deliberately left.

Arcane Material Component: A pair of tweezers.

TRACTOR BEAM
Transmutation
Level: Arcane 7; Components: V, S; Casting Time: 1 action; Range: Extreme (400 ft. + 40 ft./level); Target: See text; Duration: Concentration (up to 1 minute/level); Saving Throw: Will negates (object); Spell Resistance: Yes (object) (see text)

This is a more powerful version of the sustained-force version of telekinesis. You can move a creature or object weighing up to 250 pounds per caster level up to 100 feet per round. A creature or an item controlled by a creature can negate the effect by making a Will save or with SR.

The target can be moved in any direction or held in place. It can be twisted around to face any direction as well. Treat this as if a single giant hand is manipulating the target. The spell ends if the target is forced out of range.

Trade Wind
Conjuration
Level: Arcane 3, Divine 2; Casting Time 10 minutes; Components V, S; Range touch; Target one creature or seagoing ship; Duration 24 hours; Saving Throw none; Spell Resistance no

You summon favorable winds for one seagoing vessel, causing a becalmed ship to have a typical amount of wind, and a seagoing ship to have winds that are easily negotiated. The ship’s hourly and daily travel rate increases by 25%. This has no effect on the ship’s tactical (per-round) movement. You cannot reduce the damaging effects of a storm, but you do negate its effect on a ship’s travel speed.

Alternatively you can cast this spell on one creature. The spell does not grant the creature a fly move rate, but it does increase the speed of a creature that already has a fly rate. The creature’s fly speed increased by 10 feet.

Transcribe
Conjuration (creation)
Level: Arcane 1, Divine 1; Casting Time 1 standard action; Components V, S, M (a scroll, book or datapad); Range close (25 ft. + 5 ft./level); Target one scroll, book, or datapad; Duration 1 minute/level; Saving Throw Will negates; Spell Resistance yes

This spells copies a conversation onto the material component of the spell. A single page or piece of scroll can hold up to one minute of conversation while a datapad will hold thousands but must be on for the spell to work.

If the caster runs out of material component before the spell ends, the spell ends immediately.

Bio:

Gear: New Spells

Arcane Empire Gcconklin