Unique SpellsSone's BioluminescenceTransmutation Level: Sor/Wiz 2 Components: S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 minutes/level Saving Throw: None Spell Resistance: No Sone's Bioluminescence causes the affected creature to glow with a green light equal in strength to faerie fire. The spell must be cast on a willing living being. For the duration of the spell the affected creature can turn the glow on and off at will. The spell does not work on undead. The material component is a piece of any plant that naturally gives off light.
Summon Falcon By means of this spell, which is similar in many respects to the Mount spell, the caster conjures a normal trained falcon to serve him as a pet. The animal serves willingly and well, but at the expiration of the spell duration it disappears, returning to its own place. The falcon will know one command, chosen by the caster at the time of casting, and an additional command for every three levels of the caster. The falcon disappears when slain. The material component of the spell is a falcon feather.
Beer Kin of New Moon Beer Kin of New Moon allows the caster to create one or more seven foot tall beer monsters of low intelligence. Treat the conjured monster as a small water elemental except in color, size, and composition. The spell's duration in combat is dependent on the caster's constitution (his tolerance of alcohol) lasting one round for every 2 points of constitution (rounded up). After the initial duration the caster can extend the duration of the spell, but must make a Fort save or become intoxicated. The caster makes the save with a cumulative -1 each round after the initial duration. The creature will follow the caster's exact orders. Beer kin can be set on fire causing fire damage to anything they come in contact with. The fire burns up in 1d3 rounds and the beer monster evaporates. Any other beer kin may be hostile to anyone who sets one of their fellows on fire, including the caster. Any creature hit by the beer monster must make a Fort save or be intoxicated. Intoxication lasts 1d4 rounds, followed by a hangover equal in duration. Treat intoxicated characters as -2 to attack with a 50% arcane spell failure for spellcasters. At 7th caster level one monster can be conjured; each three additional levels another 3 Hit Dice monster can be conjured, up to 5 at 19th level. If two or more beer creatures are conjured there is a 30% chance that they will ignore the caster and instead shout beer slogans at each other. If four or more are summoned there is a 30% chance the beer monsters will try to throw a party involving anyone in their vicinity. In non-combat situations conjured beer kin have a duration of one hour per caster level. Beer kin conjured this way can not make any aggressive actions, even by order of the spellcaster. If the monster attempts an aggressive action it is immediately dispelled. Beer kin are fun loving and very personable, if stupid. There is at least one restaurant in New Moon where beer kin are known to tend bar. The beer of the monster is actually drinkable. The quality depends on the beer used in casting the spell. The material component of this spell is a cup of beer, which the caster must drink.
Greater Mage Armor Similar to the Mage Armor spell, this spell creates an invisible magical field of force that provides a +8 armor bonus to AC. This magical armor does not hinder movement or spellcasting, nor does it have any armor check penalty. Because it is a force effect, incorporeal creatures cannot bypass it in the same way they do for normal armor. The material component is a small piece of full plate armor.
Stone Walk Mimicing the abilities of Rockseer Elves and Urdunnir Dwarves, this spell allows the caster to pass into and through stone as if it were air. When traveling in stone the caster can move in any direction by thinking of the direction in which they wish to move. This spell does not grant the ability to see through stone, so the caster is effectively blind when walking through stone. The ability to hear is not impaired, and occupants in a nearby room can be eaves-dropped on (as though putting your ear up against a wall). The caster also does not make any noise when travelling through stone. Should the caster still be traversing through stone when the spell expires, the caster will be pushed out to the nearest opening, taking 1d6 points of damage for every 5' travelled in this manner. A phase door spell cast on a stone walking mage will instantly slay the caster. The material component of this spell is a pinch of sesame seeds.
Invisibility to Blindsight As Invisibility, except that the creature or object is not visible to all types of Blindsight. Creatures or objects make no noise and do not have to make Move Silently checks, do not have any scent and cannot be tracked by scent, do not cause any vibrations in the air or ground when moving, and echolocation waves pass through them. They may still be visible through normal means, including darkvision. True Sight will reveal their presence, as will other spells such as See Invisibility or Invisibility Purge.
Magic Bow This spell, similar in many respects to the Spiritual Weapon spell, conjures a bow of the caster's choice. No arrows are conjured. However, when the wielder goes through the motion of pulling back an arrow, a bow string and arrow of magic substance will appear. The arrow is identical to a magic missile, and will inflict 1d4+1 damage. In all other respects, the conjured items act as a normal bow and arrow. Note that the arrow must still be aimed and does not automatically hit. The conjurer is not given any type of proficiency with the bow, and typically the bow is conjured and given to a fighter in the party. The user can still cast spells normally while the bow is conjured, but cannot use both the bow and cast a spell in the same action. The material components of this spell are powdered lime and carbon. |