Feägurthian Shek P'var Spells

The following dweomers are specialized campaign spells researched and perfected in Feägurth. These magicks might be learned or acquired from the corresponding shek p'vars. Some of these specs are only from other mage's observations, since the actual enchantments are a closely guarded secret of it's researcher.

Disclaimer: Not all of these spells have been thoroughly play-tested. Some spells are obviously campaign specific and will have little relevance in other campaigns. Any serious comments concerning these spells will be entertained. If you would like to post a unique spell of your own design, please feel free to send it to me to be posted. I would request that spells be submitted under a specific chantry, with your email address (for proper credit), and the shek p'var's name who originally researched the spell. Original spells are welcome and may be edited for campaign purposes, but don't bother sending Monty Haul spells (unless purely for my personal amusement).

Bal'criFyvorian Gul'renJenzig J'morvi
Kemen'renK'tykas LyahviOdivshe Peleahn
SavoryanSul'cri Tazmut


Bal'cri

Dark Fire (Lvl 2)
Fuse (Lvl 4)
Melt Metal (Lvl 5)
Following Flame (Lvl 6)
Engulf (Lvl 8)
Fire Walk (Lvl 8)
Boil Blood (Lvl 9)



Dark Fire (Evocation)

Level: 2 Shek p'vars: Bal'cri
Range: 30 yards Components: V, S, M
Duration: 2 rounds/level Casting Time: 1
Area of Effect: 1 yard cube/level Saving Throw: Special

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Fuse (Alteration)

Level: 4 Shek p'vars: Bal'cri
Range: 30 yards Components: V, S, M
Duration: Permanent Casting Time: 4
Area of Effect: One item Saving Throw: Special

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Melt Metal (Evocation)

Level: 5 Shek p'vars: Bal'cri
Range: 5 yards Components: V, S, M
Duration: 2 rounds/level Casting Time: 5
Area of Effect: 1 foot cube/level Saving Throw: Special

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Following Flame (Evocation)

Level: 6 Shek p'vars: Bal'cri
Range: 30 yards Components: V, S, M
Duration: ? Casting Time: 6
Area of Effect: ? Saving Throw: None

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Engulf (Evocation)

Level: 8 Shek p'vars: Bal'cri
Range: 30 yards Components: V, S, M
Duration: 2 rounds/level Casting Time: 8
Area of Effect: 1 Individual Saving Throw: Special

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Fire Walk (Alteration)

Level: 8 Shek p'vars: Bal'cri
Range: 0 Components: V, S, M
Duration: Permanent Casting Time: 8
Area of Effect: ? Saving Throw: None

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Boil Blood (Evocation)

Level: 9 Shek p'vars: Bal'cri
Range: 30 yards Components: V, S
Duration: Instantaneous Casting Time: 5
Area of Effect: 1 yard cube/level Saving Throw: None

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Fyvorian

Waves of Weariness (Lvl 3)
Indefinitecy (Lvl 6)



Waves of Weariness (Charm)

Level: 3 Shek p'vars: Fyvorian
Range: 40 yards Components: V, S, M
Duration: 1 turn Casting Time: 3
Area of Effect: 30 foot radius Saving Throw: Neg.

Upon casting this spell, all within the area of effect (including the caster) are suddenly overcome with dizziness and exhaustion. A successful saving throw versus spells negates this effect. All creatures of less than 12 intelligence must make their save at -3 and all creatures of 12 or greater intelligence must make their save at -1, or immediately collapse for 3 rounds + 1 round per level of the spell caster. When the spell is cast, the invisible waves persist for 1 turn, anyone entering starts their saves and exhaustion from the time entering the area of effect.

Those that make the save are still delayed in their actions, attacking last in all melee actions for 2 rounds and find themselves unable to stop yawning for 1 turn.

This spell has no effect against creatures who do not sleep, such as undead or elementals. Any other creature who is subject to fatigue can be affected by this spell.

This spell can be set as a trap to go into effect when: a man sized creature passes, when night falls, or within a specific period of time not exceeding 24 hours.

The material component is a small book of poetry, which is to be read aloud when the spell is cast.

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Indefinitacy (Enchantment, Summoning)
Spell initially researched by Shenava Valmir "Jooms" Isturu

Level: 6 Shek p'vars: Fyvorian, J'morvi
Range: Touch Components: V, S, M
Duration: 100 years Casting Time: 6 turns
Area of Effect: One item Saving Throw: None

This spell appears to be a lesser version of the 8th level permanency spell, but this is only partly true. Firstly, all items enchanted via this spell will become non-magical after 100 years (unless the item has since been properly sealed with a true permanency). After 100 years the "protected" spells will finish their normal non-extended durations and then become non-magical.

Secondly, the caster can only have a number of active indefinitecy spells equal to his Constitution score. Additional castings of this dweomer will cause the oldest maintained casting to "wear off" as if the indefinitecy duration had expired. In fact, the spell will normally last for the full duration unless one of the following occur: the shek p'var dies (then all indefinitecies expire), the shek p'var enters a different plane (then all indefinitecies not on the same plane expire), a successful dispel magic is cast upon the indefinitecy'd item (item is non-magical with no wear off time), a successful dispel magic is cast in the area (same as a dispel magic spell), or the item is destroyed (then it is obviously non-magical). This spell in no way grants any additional bonuses to saves, attacks, etc. It merely extends enchantments duration on items only.

Thirdly, the caster does not loose a point of Constitution, but must instead make a successful Constitution "ability check" roll for each casting or perish. Each subsequent indefinitecy spell cast within a 24 hour period worsens the "ability check" roll by a cumlative -1 penalty.

The material component is the enchanted item, one bandage from an adherer (or similar sticky creature), and a 500 gp ruby or other dark colored precious gem.

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Gul'ren

Azure Hand (Lvl 1)
Conjure Water (Lvl 1)
Water Dart (Lvl 1)
Yavari's Spoon (Lvl 1)
Murmuring Waters (Lvl 2)



Azure Hand (Invocation)

Level: 1 Shek p'vars: Gul'ren
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: Caster Saving Throw: Half

When the mage casts this spell, a glowing blue aura emanates from his hands. His hands must be held so as to send forth a fan-like aura of cold: the wizard's thumbs must touch each other in an inverted "V" shape and fingers must be together. The azure hands send out cold aura five-foot length in a horizontal arc of about 120 degrees in front of the mage. Any creature in the area of the cold suffers 1-3 hit points of damage, plus 2 points for each level of experience of the spell caster, to a maximum of 1-3 +20 points of cold damage. Those successfully saving versus spells receive half damage. Materials touched by the cold are left covered with frost. When the frost melts it may smear written works and make them unreadable.

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Conjure Water (Conjuration)
Spell initially researched by Mavari Brook Jemens

Level: 1 Shek p'vars: Gul'ren
Range: 10 yards Components: V, S, M
Duration: Permanent Casting Time: 1
Area of Effect: Up to 27 Cubic feet Saving Throw: None

When this spell is cast the mage can summon up to 4 gallons of water per round in the form of a small fountain up to 6 feet tall. The mage can summon 4 gallons of water per level (for example, 8 gallons for 2nd, 12 gallons for 3rd, etc.) up to 64 gallons. This water originates at the floor (be it the ground, the deck of a ship, a tree branch, etc.) and spouts forth the desired amount. This water cannot be dispelled or cancelled once an amount is decided upon and called forth.

The material component is a small carved wooden drinking cup (that is not expended with the spell) and a drop of water within which is expended. The cup is held out as offering a toast, while the mage taps his toe to the floor twice and recites the incantation, "Water from without, but not the seas, Come forth for my thirst to please."

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Water Dart (Conjuration)

Level: 1 Shek p'vars: Gul'ren
Range: 60 yards +10 yards Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: One or more creatures Saving Throw: Special

This spell is not much more than a water version of magic missile. It is identical to magic missile in all respects, except that water creatures creatures take no damage from a water dart.

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Yavari's Spoon (Conjuration)

Level: 1 Shek p'vars: Gul'ren
Range: 10 yards Components: V, S, M
Duration: Permanent Casting Time: 1 round
Area of Effect: 1 cubic foot/level in a 10-foot square cube Saving Throw: None

When a shek p'var swirls a silver spoon clockwise in a container of water, he can purify the water at the end of the casting. Stirring counter-clockwise will putrify the water instead. Even though the state is permanent, there is nothing to stop the now clean water from being polluted or contaminated or vice-versa. This spell is similar to the first level priest spell purify food and drink, except it only affects water.

The material spell component of this spell is a silver spoon (that is not expended in the casting).

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Murmuring Waters (Conjuration)

Level: 2 Shek p'vars: Gul'ren
Range: 10 miles/level Components: V, S, M
Duration: Special Casting Time: 1
Area of Effect: 2-foot radius Saving Throw: None

This spell is essentially a water version of whispering winds. Just like many of other shek p'var, the Gul'ren are not about to be bested by their air brethren.

There are two chief differences. First is the distance is 10 times as great. Secondly, unlike the air spell that can travel pretty much unhampered, the water version can only be carried by the waves. Therefore, the end delivery point must be on a connected water source (for example, further down river, on a connected ocean, etc.).

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Jenzig

Consecrate Athame (Lvl 1)
Charnox's Charged Particle Net (Lvl 3)
Charnox's Flaming Force Bridge Engineer (Lvl 3)
Desecrate Athame (Lvl 5)



Consecrate Athame (Invocation)

Level: 1 Shek p'vars: Jenzig
Range: Touch Components: V, S, M
Duration: Special Casting Time: 12 hours
Area of Effect: One dagger-like blade Saving Throw: None

By means of this spell, the Jenzig prepares, cleanses and consecrates his ceremonial dagger needed in order to cast his spells. The athame is a special dagger that is a symbolic contract with the magical forces that Jenzig seek to control, without the athame a Jenzig's ability to summon and shape the ambiguous magical forces is not focused and all spells are cast with a -8 penalty to spell checks.

In preparation, a jeweled dagger, jambiya, knife, kukri, etc. of not less than 100 gp value is needed. The athame must not have been contaminated by blood prior to casting this spell. The Jenzig must fast and meditate in an enclosed incense filled chamber for 12 hours prior to the casting, and during this time must not stray farther than 1 yard from his athame.

If the above preparations have been met, the spell is cast. With an impressive visual display, the spell summons each of the four elements in turn to cleanse and make the blade one with the elemental forces. The elemental forces, which touch only the athame, actually manipulate the blade in an apparently random pattern.

When the elemental storm subsides, the Jenzig finishes the ceremony by sealing a spark of his soul within the blade by cutting himself with his athame. The final athame is permanent and does not radiate magic (unless the dagger was originally magical). The athame will only work for the Jenzig which it is attuned, and no Jenzig can own more than one athame. Casting this spell on a new blade will make any prior athame unusable as such.

Further the athame causes all invocation/evocation spells cast with it to inflict +1 hit point/die rolled to damage rolls in addition to the normal spell damage. This only applies if the DM determines that the spell to be augmented allows the caster a free hand or some method of integrating the dagger into the spell.

The material components are a dagger-like blade of 100 gp value that has never spilled blood and incense.

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Charnox's Charged Particle Net (Invocation)
Spell initially researched by Satia Charnox

Level: 3 Shek p'vars: Jenzig
Range: 5 yards/level Components: V, S, M
Duration: 1 round +1 round/2 levels Casting Time: 4
Area of Effect: Special Saving Throw: Half

The charged particle net spell creates a many layered mass of strong magical strands of fiber similar to thin copper wires. The net is charged with lightning-like energy.

The spell covers a maximum area of 5 10-foot cubes +1 10-foot cube per 2 levels of the caster. Creatures caught within or touching the area of the spell take 1-6 points +1-3 points per level of the caster in damage for every round in contact with the net.

Anyone caught inside of the area of the spell must make a saving throw versus spell every round. If successful, the creature takes half damage until exiting the net. Electrical creatures and those immune to the effects of lightning attacks are similarly resistant to this spell. Note creatures failing their saving throw must make saving throws versus lightning at +3 for his items.

Creatures up to man-size can break through 5 feet of charged particle net per round. Large creatures can wade through 10 feet per round (up to their maximum movement rate). The mage can dispel this spell at will prior to the end of its duration or it can be cancelled by a successful dispel magic spell. Upon termination the strands vanish into whisps of smoke.

The material components are a piece of copper wool and the teeth of an electric eel.

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Charnox's Flaming Force Bridge Engineer (Evocation, Illusion)
Spell initially researched by Satia Charnox

Level: 3 Shek p'vars: Jenzig
Range: 10 yards +10 yards/level Components: V, S, M
Duration: 1 turn +1 turn/level Casting Time: 3
Area of Effect: Special Saving Throw: None

This spell creates an invisible bridge of force 10 feet wide by 10 feet long per level of the caster that lays flat or at an incline up to 30 degrees. The bridge can be narrower than 10 feet but never wider, and it can also be shorter than the maximum distance, but never longer. The bridge lasts for the listed duration, or until dispelled. The bridge does not need to be anchored.

If the caster so chooses the bridge can appear to be flaming, however this is only for effect since the flames are illusory. The spell will form around obstacles such as rocks, pillars, small trees, etc..

The bridge will support up to 100 pounds plus 100 pounds per level of the caster. The bridge is dispelled if it's weight limit is exceeded.

The material components are a ruby crystal and a carbon rod.

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Desecrate Athame (Invocation)

Level: 5 Shek p'vars: Jenzig
Range: Touch Components: V
Duration: Permanent Casting Time: 5
Area of Effect: One athame Saving Throw: Special

Desicrate athame is only rumored to even exist. This is considered the last judgement of one's shek p'var before death. If this spell does indeed exist, only the Jenzig shenava possess it. The very threat of it's existance is rumored to be the only thing that "truely" keeps the Jenzig in line.

Casting of this spell will totally negate the athame touched. The athame will not appear to be physically changed, but it will no longer (or ever again) be an athame. Furthermore, this severanvce is so traumatic that the Jenzig must make a system shock roll or perish. Even should the shek p'var survive, all spell casting will be at a -8 to the Spell Check for a year. During this time, the victim Jenzig is unable to cast consecrate athame successfully. This spell is not cast lightly. Normally no fewer than an ember of Jenzig shenava must meet and unnanamously vote for revokation of the athame before it is cast. Casting of this spell upon another Jenzig without legal proceedings is punishable by death.

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J'morvi

Summon Familiar (Lvl 3)
Indefinitecy (Lvl 6)



Summon Familiar (Summoning)
Spell initially researched by Satia Auvarin Chalinadar

Level: 3 Shek p'vars: J'morvi, Any
Range: 500 yards/level Components: V, S, M
Duration: Instantaneous Casting Time: 5 rounds
Area of Effect: Caster's familiar Saving Throw: None

Using this spell, the shek p'var can teleport his familiar to his current location. Only the caster's familiar will be teleported, nothing touching the familiar is brought along. This is particularly useful if the familiar is wounded or being held against its will. The shek p'var does not need to know the location of his familiar in order to cast this spell. The familiar need only be within range, on the same plane, and not being magically held.

The material components of this spell are a drop of the familiar's blood and a drop of the caster's blood.

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Kemen'ren

Rubber Earth (Lvl 1)
Minor Stone Touch (Lvl 3)



Rubber Earth (Alteration)

Level: 1 Shek p'vars: Kemen'ren
Range: 10 yards/level Components: V
Duration: 3 rounds Casting Time: 1
Area of Effect: One 10 foot floor area Saving Throw: None

This spell is basically an earthen version of feather fall. Instead of making the caster lighter and falling slower, this spell turns the ground at the point of impact to a malliable surface very similar to a trampoline to eliminate fallng damage. This spell only temporarily affects the ground and not the surrounding items (such as tables, lanterns, etc.), though these items seem to suffer a mysterious side affect of not tipping or becoming dislodged during this unusual state. Any items hit by a character will, however, fall/shatter/move, but not by simple use of this spell. So while the fall will cause no damage, hitting the table or a chair before the floor will.

It could possibly affect more than one creature (if they are able to land within the duration of the spell and within the designated area) and there could be a slight chance of hurting oneself by landing badly. A DEX check is required by all those falling against landing injuries. Anyone failing the DEX check suffers 1d4+1 hit points in damage from the fall.

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Minor Stone Touch (Alteration)

Level: 3 Shek p'vars: Kemen'ren, Tazmut
Range: Touch Components: V, S, M
Duration: 2-5 days Casting Time: 6
Area of Effect: One individual Saving Throw: Neg.

This spell is a lesser version of the 6th level stone to flesh spell. Although temporarily, it is a good temporary fix for a party member being attacked by such creatures as a medusa or gorgon. If used as an attack a To Hit Roll will be needed. The target must then make a saving throw versus petrification. If this save is successful the target is unaffected, failure indicates that the spell turns the subject to stone.

One inherent danger of this spell is the multiple system shock rolls required. Each time the recipient is returned to a living breathing state, they must make a system shock roll.

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K'tykas

Wild Bolt* (Lvl 2)
Auvarin's Wild Magic Manipulation* (Lvl 3)



Wild Bolt* (Evocation)
Spell initially researched by Satia Auvarin Chalinadar

Level: 2 Shek p'vars: K'tykas
Range: 60 yards +10 yards/level Components: V, S
Duration: Instantaneous Casting Time: 2
Area of Effect: Special Saving Throw: None

With this spell, a K'tykas shek p'var can create bolts of pure wild magical energy which can be hurled at opponents. The caster must make a successful "to hit" roll, with a +1 for every level of experience. On a successful hit there is a 20% chance per wild bolt that a wild surge will occur affecting the target only (DM should roll on the wild surge chart and modify the result to affect the target).

The wild mage can create one bolt for every three levels of experience (1 at 1st -3rd levels, 2 at 4th - 6th levels, etc.) to a maximum of five bolts.

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Auvarin's Wild Magic Manipulation* (Evocation)
Spell initially researched by Satia Auvarin Chalinadar

Level: 3 Shek p'vars: K'tykas
Range: Special Components: V, S
Duration: Special Casting Time: Special
Area of Effect: Special Saving Throw: Varies

A more controlled version of Nahal's reckless dweomer, this spell grants the K'tykas shek p'var the ability to channel raw wild magic in a limited manner. With this spell, the caster can attempt to duplicate the effects of any other spell he is of a level to cast, even if it is a spell that he currently does not know (but has personally seen cast). Range, duration, area of effect, and saving throws are as per the spell being duplicated, but the casting time is double that of the attempted spell. There is a base 35% chance that the spell will function, modified by the following:

-10% per spell level
+5% per level of the caster
-10% if the spell is not currently known
+5% if the spell is currently known
-5% if the spell is a variation (i.e. different elemental effects)

This spell cannot duplicate the effects of any spell of a higher level than third level.

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Lyahvi

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Odivshe

Thorn's Mind Death (Lvl 1)



Thorn's Mind Death (Necromancy)
Spell initially researched by Satia Thorn Blackrose

Level: 1 Shek p'vars: Odivshe
Range: 5 yards/level Components: S
Duration: Special Casting Time: 4
Area of Effect: One individual Saving Throw: Special

The spell allows the caster to engage the victim in mental combat. The victim is unaware of who is attacking him, but is entitled to a saving throw. The victim rolls a save every round, if the save is successful; the victim remains frozen and continues mental combat, until the mage stops the spell or the victim fails his saving throw. If the victim fails his saving throw; the victim is knocked unconscious for 1 round/number the saving throw was failed by plus 1/2 levels of the caster. If the victim is of a higher level than the caster, then the victim will be stunned for only 2 rounds. Victims above seventh level are entitled to a saving throw to completely negate this spell.

This spell imparts no information between the combatants and neither the caster nor the victim may move until the saving throw is failed. Savoryans with a psionic mental defense are immune to the effects of this spell.

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Peleahn

Transport Lockout (Lvl 4)



Transport Lockout (Abjuration)

Level: 4 Shek p'vars: Peleahn
Range: 1 yard/level Components: V, S
Duration: 24 hours Casting Time: 4
Area of Effect: 5 foot cube/level Saving Throw: None

This spell bars all dimension doors, out of phasing, ethereal travel, astral travel, plane shifting, and teleports for the duration of the spell. Dimension doors fail to open within the protected area, whether entering or exiting. Ethereal travel, astral travel, and plane shifting fail to activate within the boundaries of the spell. Creatures in other planes may enter the area and act normally, but they are unable to return to the prime plane until the spell expires. Those on the prime plane cannot activate any such transport within the area. Incoming teleports either fail or are automatically rerouted to a nearby location with the same chance of success as the targeted spot (50% chance of either).

Certain extra-planar creatures seem to instincitively detect when they are locked into the prime material plane, many lash out at the caster (if known) uncontrollably.

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Savoryan

Alarm (Lvl 1)
Anguishing Hands (Lvl 1)
Demonic Sight (Lvl 1)
Detect Divinations (Lvl 1)
Detect Life (Lvl 1)
Detect Non-magic (Lvl 1)
Detect Recent Transport (Lvl 1)
Detect Transport Lockout (Lvl 1)
Detect Transport Trace (Lvl 1)
Divine Mystic Signature (Lvl 1)
Call Familiar (Lvl 2)
Identify Protections (Lvl 2)
Memory Trap (Lvl 2)
See Psychic Residue (Lvl 2)
Transport Trace (Lvl 2)
Anguish Ball (Lvl 3)
Divinationward (Lvl 3)
Divine Path (Lvl 3)
Identify Spell (Lvl 3)
Divination Trace (Lvl 4)
Zyna's Tap (Lvl 5)



Alarm (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 10 Yards Components: V, S, M
Duration: 4 hours + 3 turns/level Casting Time: 1 round
Area of Effect: Up to a 20-foot cube Saving Throw: None

This spell is exactly the same as the standard alarm spell except that it is divination.

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Anguishing Hands (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: Caster Saving Throw: Half

This spell is the Savoryan answer to burning hands. Visually, instead of flames, only a slight wavering in the air can be seen (similar to a distant mirage of heat upon the ground).

The attack is directed at the target's spirit instead of the physical body, and is in the form of mental truama much like shocking news. The damage done is the same as burning hands (1D3 +2 hp/level).

The somantic component is to put both hands together, thumbs extended to form a triangle. Only normal healing (time), one of the Peonian/Savoryan cure aura wounds spells, or a heal spell can heal these injuries as they leave no physical wound. Note though, that anguish has no effect upon undead creatures.

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Demonic Sight (Divination)
Spell initially researched by Shenava Valmir "Jooms" Isturu

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: 2 rounds/level Casting Time: 1
Area of Effect: Caster Saving Throw: None

Initially created by a J'morvi demonologist, this spell will reveal an extradimensional creature in human guise. This spell does not allow for invisible detection, but instead it alerts the caster that the target person is indeed an extradimensional creature. This also does not allow the caster to see the creature's true form. It does however give a 10% chance per level to determine the alignment of the creature's home plane (all inner planes reflect true neutral). Demonologists can automatically determine if creatures are from their "specialty plane" upon correct alignment determination.

This spell also has the curious side effect on heavily motivated individuals. It allows the caster to "see" what their personal "demon" is (pride, envy, greed, lust, etc.). This may provide an insight into dealing with said people.

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Detect Divinations (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 120 yards Components: S
Duration: 24 hours Casting Time: 1 round
Area of Effect: One individual Saving Throw: Neg.

Detect divinations is normally cast upon the caster, but may be cast upon another. If the other individual is unwilling, he is entitled to a saving throw versus magic to negate this spells effects. During the spell's duration, the caster is immediately aware that someone is attempting to gleen information from the recipient via divination spell (such as detect magic, know alignment, detect evil, etc.).

The caster is aware of which type of spell is being cast upon the recipient, but does not know who the caster is, if it was successful, what information was sought, or what information was gainned. There is a 5% per level (10% per level if the target personally knows the spell) of determining the exact spell that was cast. If the chance to determine fails, an incorrect spell is identified. At fifteenth level or higher, this spell will alert the target when he is the subject of a conversation (and his name is spoken aloud). This spell is the ultimate in paranoia.

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Detect Life (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: 2 rounds/level Casting Time: 1
Area of Effect: 50 yard radius Saving Throw: None

Detect Life allows the caster to detect sentient life forms within the spells area of effect. Only creatures of greater than 1 HD register as a life form. Savoryans with a defense mode activated will not register with this spell. This spell gives a 5% per level chance of detecting whether the detected creature is a bird, reptile, amphibian, fish, or monster after 5 rounds of continuous tracking of the creature.

The strength of the sensed creature's life form can be compared against the caster's own. The comparison is vague at best (for example, slightly stronger, massively stronger, considerably weaker, etc.)

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Detect Non-magic (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: V, S
Duration: 2 rounds/level Casting Time: 1
Area of Effect: 10 foot path, 60 feet long Saving Throw: None

This spell is identical to Detect Magic, except that it detects non-magical items. The only time this spell is of serious use is when items are surrounded by items radiating magic, and you want to pick out the only items that do not radiate any magic.

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Detect Recent Transport (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 10 foot Components: S
Duration: Instantaneous Casting Time: 1
Area of Effect: 5 foot radius/level Saving Throw: None

The New Melderyni city guards hired the Savoryans to research this spell to further their efforts at locating fleeing perpetrators. Since a properly exectuted transport leaves no residual magical auras, detect magic is useless. Within the area of effect, the shek p'var can detect if a transport has taken place within the last turn +1 turn/level. This spell will also inform the caster which type of transport was employed, but not the point of exit. This spell does not differentiate between the various ways of transporting (for example, a teleport spell is no different from a teleport mental ability or an item that can teleport).

A transport for purposes of this spell is a dimension door, teleport, astral shift, ethereal shift, phasing, or plane shift whether by spell, mental ability, item, or artifact.

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Detect Transport Lockout (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: 2 Rounds/level Casting Time: 1
Area of Effect: Caster Saving Throw: None

This spell informs the caster if an area is protected from incoming or outgoing transports. The area of the lockout can be seen to it's limits with normal sight. The lockout limits can not be viewed through walls, doors, floor, etc.

This spell will inform the caster to any changes in the lockout status, while the spell is in effect.

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Detect Transport Trace (Divination)

Level: 1 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: 2 Rounds/level Casting Time: 1
Area of Effect: Caster Saving Throw: None

From an as yet unnamed rogue shek p'var, this divination was discovered that informs the caster if a transport point of origin has had a transport trace cast upon it. This spell will inform the caster if the attempt was successful or not. The caster can choose one "point of origin" per 2 levels.

Transports are defined as dimension door, teleport, astral shift, ethereal shift, phasing, or plane shift whether by spell, mental ability, item, or artifact.

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Divine Mystic Signature (Divination)

Level: 1 Shek p'vars: Savoryan
Range: Touch Components: V
Duration: Instantaneous Casting Time: 1
Area of Effect: One Identify Saving Throw: None

This divination is based on the theory that all magic produced by shek p'var have a unique "spell signature". This signature is like a magical fingerprint of the casting shek p'var. This spell visibly shows the caster a multi-colored runic symbol that represents the mage. This spell signature is not consciously generated by the mage. It is instead, a by-product of the release of spell energy. An important note is that the symbol's are not necesarily seen the same from mage to mage. For example, three Savoryans cast this dweomer upon the same item. The item may give a different image to each shek p'var, but the symbol will remain the same each time the shek p'var reads an item or enchantment from that mage. So consequently, no master book of runes or signatures can be written as the symbols vary from mage to mage. Also, seeing a fingerprint does not tell the mage who cast a spell or enchanted an item, it merely shows the signature left behind. If the spell is instantaneous, the signature is only visible for a brief instant. No one other than the caster can see the signature. If a positive identification is required, the mage must cast this spell upon a lasting spell cast by the same mage to verify the owner (just like matching a real finger print).

With one casting the mage can retrieve all the signatures involved in enchanting an item or who participated in a spell. In order to receive a reading from a spell, it must have a lasting duration to be read from or this spell must go off precisely when the other shek p'var casts an instantaneous spell (which is next to impossible). The mage is mentally able to remember all the signatures he has seen. There is no known spell yet that allows a shek p'var to duplicate another shek p'var's signature.

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Call Familiar (Divination)
Spell initially researched by Satia Auvarin Chalinadar

Level: 2 Shek p'vars: Savoryan
Range: 10 miles +5 miles/level Components: V, S, M
Duration: 1 turn +1 turn/level Casting Time: 1 turn
Area of Effect: Caster's familiar Saving Throw: None

By the means of this spell, the shek p'var can temporarily extend the range of his empathic link with his familiar. The shek p'var sends out a homing signal for the familiar to follow back. The caster cannot perform any other actions for the duration of the spell, or the link is broken.

No information can be passed through the empathic link at this range except the direction and distance of its master. If the familiar is within range of the spell, the link is reestablished for the duration of the spell and the familiar will not suffer any damage from the separation. Casting this spell daily, can ensure that even a toad familiar will be reunited with its master.

The material component for this spell is something from the familiar (a bit of fur, toe nail chipping, feather, a drop of blood, etc.).

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Identify Protection (Divination)

Level: 2 Shek p'vars: Savoryan
Range: 10 miles +5 miles/level Components: V, S, M
Duration: 1 turn +1 turn/level Casting Time: 1 turn
Area of Effect: Caster's familiar Saving Throw: None

Since the Peleahns have begun to increase the availability of their various protection spells, the need for this spell was evident. The casting of this spell will identify what general protections have been added to the target individual. When cast upon the target, it will relay to the caster in general terms what sort of protections are in effect (such as fire, ice, mental, lightning, fear, general, defensive, offensive, specific spell protection, etc.).

Only one protection will be revealed per round of viewing. This spell does not reveal any natural, non- magical immunities nor the source of the target's resistance (for example, ring, spell, armor, etc.), nor how strong the resistance is.

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Memory Trap (Divination, Summoning)

Level: 2 Shek p'vars: Savoryan
Range: 10 miles +5 miles/level Components: V, S, M
Duration: 1 turn +1 turn/level Casting Time: 1 turn
Area of Effect: Caster's familiar Saving Throw: None

As some priests believe that thoughts are free-willed things, this spell sets a trap on an area to trap these thoughts. When a victim enters the warded area, whatever thought they are currently thinking is gone and given to the caster. The thought received is most often a complete coherent thought, but this is highly subjective to the subject's state of mind.

The victim may think the very same thought immediately, providing that the proper stimuli is available. Otherwise, there is only a 25% chance the thought will be re-thought. The victim does not notice anything odd about the transference. He/she simply feels that they simply lost their train of thought.

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See Psychic Residue (Divination)

Level: 2 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: 2 rounds/level Casting Time: 2
Area of Effect: 10' path, 60' long Saving Throw: None

In Feägurth's highly psionic world, this divination is a must. This spell will allow a shek p'var to acually see by way of colors what psionically active person is affecting who. For example, if a person is dominating another person, the originator would appear with a blue spiked ball around his head, while the victim merely a blue ball around theirs. The controller is not always seen by this spell, if the controlling psionic is out of sight or controlling from afar.

If more than one person in the area are actively employing psionic powers, multiple colors will be seen. Psionic powers that affect the psionic personally will be displayed by inverted spikes. Also, if some poor individual happens to be affected by multiple psionic individuals, the casting shek p'var will be able to distinguish the multiple colors and not just see a combination of them. This spell also gives the casting shek p'var a 10% chance per level of determining the general discipline (for example, clairsentient, psychoportive, telepathy, etc.) of the powers viewed.

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Transport Trace (Divination)

Level: 2 Shek p'vars: Savoryan
Range: 0 Components: S
Duration: Instantaneous Casting Time: 2
Area of Effect: 10 foot square Saving Throw: None

A general utility spell to track where a transporter has gone. Transports are defined the same as detect recent transports above. Successfully casting mentally gives the location of the transporters "exit" point to the caster or to another prespecified individual. These coordinates will allow another to "transport" to the same coordinates (if similar transport means are employed). The receiver of the coordinates knows where in space/time the "transporter" landed, but not where the place is (for example, Cherifar, western forest, etc.).

The caster must know the precise location where the transport was initiated from (usually discovered by personally viewing the spell casting or by spell such as detect recent transport. The person receiving the coordinates may transport themselves to those coordinates at one difficulty step worse than the transporter.

"Blindly" following someone is a risky venture. The fleer may have a trap or ambush set or could simply move to a different location and continue to execute more transports.

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Anguish Ball (Divination)

Level: 3 Shek p'vars: Savoryan
Range: 0 Components: V, S
Duration: Instantaneous Casting Time: 1
Area of Effect: Caster Saving Throw: Half

This spell is the Savoryan answer to fireball. Visually, instead of flames, only a slight wavering in the air can be seen (similar to a distant mirage of heat upon the ground).

The attack is directed at the target's spirit instead of the physical body, and is in the form of mental truama much like shocking news. The damage done is the same as a fireball (1D6/level, up to 10D6 maximum).

The material component is a piece of stone from a petrified living being. Only normal healing (time), one of the Peonian/Savoryan cure aura wounds spells, or a heal spell can heal these injuries as they leave no physical wound. Note though, that anguish has no effect upon undead creatures.

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Divinationward (Divination)

Level: 3 Shek p'vars: Savoryan
Range: 10 Yards Components: V, S, M
Duration: 4 hours + 3 turns/level Casting Time: 1 round
Area of Effect: Up to a 20-foot cube Saving Throw: None

This spell provides divination protection by providing erroneous data. This data can be tailored at higher levels. This spell will provide the same purpurtrator with the same data each time an attempt is made within the spell's duration to further reinforce the purpertrator's suspicions (assuming that the caster of this spell doesn't want to change it).

At 10th level, the caster can predetermine four responses for divinations. Since this spell does not inform the caster which divination was cast upon him, the most appropriate response will be given. Alternately, the caster can pick one of his predetermined responses for a particular spell.

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Divine Path (Divination)

Level: 3 Shek p'vars: Savoryan
Range: 10 Yards Components: V, S, M
Duration: 4 hours + 3 turns/level Casting Time: 1 round
Area of Effect: Up to a 20-foot cube Saving Throw: None

Ever wonder if a road or path will lead you to a specific place? This spell was created to fit that need. When cast upon a road, path, trail, etc. (but not a single set of footprints), the caster can determine if they lead to a certain spot or it a certain spot is along the way. The base chance for success is 90%, subject to the following modifications:

-2 to -5% for every minor fork in the path before the desired location
-10% for every major fork in the path before the desired location
+10% if the desired location is known to a large number of people (a city)
+5% if the desired location is known to some people (a town)
-10% if the desired location is only known to a few people (a buried treasure)

The material component is a piece of lodestone, a compass, or something magnetic.

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Identify Spell (Divination)

Level: 3 Shek p'vars: Savoryan
Range: 10 Yards Components: V, S, M
Duration: 4 hours + 3 turns/level Casting Time: 1 round
Area of Effect: Up to a 20-foot cube Saving Throw: None

Assuming the shek p'var knows and has personally verified a lasting enchantment exists upon an item/place, the caster can attempt to gleen further information.

The base chance for success is 60% (and is subject to the following modifiers):

-10% per Spell Level
+20% if the shek p'var is a Savoryan
+10% if the shek p'var has seen the spell cast before

The chance is automatic if the caster can personally cast the spell that he is checking. If the caster successfully determines the spell (and it is not one he personally knows), he only gets generic information. For example, a nasty trap spell with fire damage, a protection from magic, or a water breathing spell.

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Divination Trace (Divination)

Level: 4 Shek p'vars: Savoryan
Range: 0 Components: V
Duration: 24 hours Casting Time: 1
Area of Effect: One Person Saving Throw: None

After a personal divination has been detected, this dweomer can now be traced back to it's source. The information gained can be transport coordinates, image of targets surrounding, name of diviner, image of diviner, or place name. This spell must be cast while the divination is ongoing. One fact can be learned per round of the trace after the first. The caster can choose the bit of information he is seeking. If the divination duration is under 2 rounds duration, the spell only gives partial information, like close transport coordinates, slightly vague image, or a misspelled name.

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Zyna's Tap (Divination)
Spell initially researched by Shenava Valmir "Jooms" Isturu

Level: 5 Shek p'vars: Savoryan
Range: 0 Components: V
Duration: 24 hours Casting Time: 1
Area of Effect: One Person Saving Throw: None

This rare self-enhancement magick taps into a spell caster's ultimate energy reserves to draw upon his next days Spell Points for use today instead of tomorrow. After the spell points are used for casting this spell, it bestows desired upon amount of Spell Points from the next days total (decided by the mage when casting the spell). If a Power Score is achieved, an additional 1-4 "free" Spell Points are received. The extra Spell Points are useable for up to 24 hours after the spell is cast, after that time any unused Spell Points vanish.

The mage must study and rest as normal to regain his Spell Points for the next day, except that when he is finished he will be short by the number of Spell Points sacrificed. If for some reason the mage cannot or does not study his spells, he must make a save versus death at -5 or lose twice the Spell Points sacrified in hit points damage. If the save is successful the mage only suffers the Spell Points sacrified in damage. Zyna's Tap is, ultimately, a very useful emergency measure. At 12th level, a willing mage may receive this spell as if cast upon himself (with touch). At 15th level, a touch is no longer required, range is level in yards to willing mages.

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Sul'cri

Air Ball (Lvl 3)



Air Ball (Invocation)

Level: 3 Shek p'vars: Sul'cri
Range: 10 yards +10 yards/level Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: 20-foot radius Saving Throw: Half

This spell is a fireball variation. It is just like a fireball except that instead of damage by fire, the damage is by concussive force of the air ball exploding outward. Instead of items saving versus magical fire, they save versus crushing blow -2. The concussive force deals out 1d6 per level of the shek p'var up to a 10d6 maximum. This spell has no efect on aerial creatures.

This material component for this spell is avian droppings.

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Tazmut

Borac's Component Preserver (Lvl 2)
Borac's Orientation (Lvl 2)
Minor Stone Touch (Lvl 3)



Borac's Component Preserver (Alteration)
Spell initially researched by Mavari Borac

Level: 2 Shek p'vars: Tazmut, Any
Range: Touch Components: V, S, M
Duration: 15 days Casting Time: 1
Area of Effect: 2-5 Small containers Saving Throw: None

Upon casting this spell the caster is able to preserve components by altering the air in the containers. The components are kept preserved for the duration of the spell. Small insects or animals may also be preserved. They are kept in a semi-comatose state, and must be fed for two days between castings of this spell.

Components preserved age only 1 day every 16 days. Mistletoe and other plants take much longer to wilt and lose their potency.

The material components for this spell are the small containers to store the components.

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Borac's Orientation (Alteration)
Spell initially researched by Mavari Borac

Level: 2 Shek p'vars: Tazmut, Any
Range: Touch Components: V, S
Duration: 8 hours Casting Time: 3
Area of Effect: One Individual Saving Throw: None

When properly cast, this spell will keep the individual touched from being disoriented. If the individual would normally have become disoriented, this spell will re-orient the individual instantly. The spell will reorient the target 1 time plus 1 time per level of the caster within the 8 hour period. Any remaining usages are wasted when the spell's duration ends.

Disorientation from dimension doors, falls, or similar effects are negated and counted as one use. If under the effects of this spell, all higher level spells causing similar effects are saved against at +2.

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