Impenetrable
Falsehood
Schools: Abjuration
Spheres: Divination
Area of Effect: Creature touched
Casting Time: 5
Components: V, S
Duration: 12 hrs
Range: Touch
Saving Throw: None
This spell makes any untruth spoken by the caster or a touched spell
recipient sound convincing and hides all untruths from a detect lie
spell, similar magics, related spell-like abilities, and even the discernment
of specialty priests of Tyr. It also foils ESP and other mind-reading
magics or psionic abilities that could reveal a lie. True thoughts are
hidden behind random ruminations on two or three topics mentally chosen
by the caster as the spell is cast. For example, the possible whereabouts
of a stream that must have been somewhere herabouts; how soon the next
apple crop might be ready; and the name of a particular merchant met
years ago in a tavern and seen from afar down a crowded street just
a tenday ago). |
Improved
Detect Good/Evil (Divination)
Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60-foot radius
Saving Throw: None
This
spell enables the priest to sense the aura of goodness or evilness.
Diviners of fourth level and above may also sense both the degree and
location of such auras. Diviners of seventh level and above may concentrate
the spell on a single individual, sensing the name of that individual's
god (if good) and noting the level of devotion that person holds toward
the god and the state of favour the individual has achieved. |
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Ice Spikes
Schools: Alteration
Spheres: Combat,
Elemental, Water
Area of Effect: The caster's fist
Casting Time: 6
Components: V, S, M
Duration: 1 rd/level
Range: 0
Saving Throw: None
This spell brings into being a ball of rock-hard ice around one of the caster's fists, a ball that bristles with spikes, resembling an exaggerated replica of the head of a mace. The magic of the spell protects the fist from all damage while the spell lasts (it can be ended at any time by the silent will of the caster). It improves the caster's THAC0 (for smiting blows with the fist only) by 2 points. A blow from an ice spikes fist does 1d4+4 points of damage, and the fist is considered a +2 magical weapon for purposes of determining what it can hit. Note that the spell effect precludes most spellcasting and the performance of many other activities (such as climbing at the usual rate, casting additional spells, tying knots, and so on).
If the caster willingly sacrifices some of his or her own hit points, the damage done by a single attack with the ice spikes fist can be augmented by a like amount. For example, if 4 hit points are sacrificed by the caster, the blow they empower inflicts 1d4+8 points of damage. Hit points sacrificed are not lost if the attack misses, and are restored by normal rest or healing magic. (A sacrifice is not automatically assumed for the next blow of the fist after a miss; the caster decides separately for each fist attack.)
Whenever an augmented fist attack strikes a natural or magical mass or wall of ice (regardless of how many points have been sacrificed), the caster of the ice spikes spell must make two saving throws vs. spell. If both succeed, the mass of ice shatters and collapses. If only one roll is successful, the struck ice is marred enough to form a handhold, but takes no additional damage. If both throws fail, the target ice is entirely unaffected.
The material component is an icicle or sliver of ice of any size and origin.
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Insect Ward
Schools: Abjuration
Spheres: Animal
Area of Effect: Special
Casting Time: 1 turn
Components: V, S, M
Duration: 1 month/level
Range: 0
Saving Throw: None
The druid casts insect ward on special focii of the spell, a pair of rune-carved wooden stakes. The druid then plants one stake in the ground, walks up to 100 feet per level away, and plants the other stake. The spell forms an invisible barrier extending between the stakes along the path the druid walked. The barrier is 99% likely to cause a normal insect encountering it to turn and go in the opposite direction. If one or several barriers join to completely enclose an area, affected insects depart the area as well. Those insects trapped in the area become lethargic and slowly die off. While the spell remains, the warded area has only 1% of its normal insect population, which will affect the area's ecosystem as insects form a large portion of many creatures' diets. Details of this are left to the DM.
By means of the runes carved into the stakes, the druid determines what types of insects the spell excludes. This can be specific (for example, only mosquitoes and aphids) or general (for example, all plant-eaters, or all blood-drinkers). Giant insects are unaffected, as are magically summoned or controlled insects. The stakes radiate magic until the spell ends. If either stake is removed from the ground, even for a moment, the spell is broken. |
Invisibility to Animals, 10' Radius
Schools: Alteration
Spheres: Animal
Area of Effect: 20-ft diameter sphere
Casting Time: 5
Components: S, M
Duration: 1 turn + 1 rd/level
Range: Touch
Saving Throw: None
This spell renders all creatures within the area of effect at the instant of casting totally invisible with respect to normal animals (Intelligence under 6). This includes giant-sized animals, but it excludes any with magical abilities or powers. The affected creatures are able to walk amongst animals or pass through them as if they did not exist. The effect is broken for a recipient when that individual attacks.
The material component is holly. |