New Spells

Cold Snap
Transmutation [Cold]
Level: Sor/Wiz 5
Components: S
Casting Time: 1 swift action
Range: 20 ft
Area: 20-ft.-radius burst
Duration: 2d8 rounds
Saving Throw: Fort partial
Spell Resistance: Yes

The preparation for this spell leaves nothing but a quick snap of the caster’s fingers to complete it. A thick cloud of icy particles and cold fog bursts from the caster’s location and 20 feet out, sending a chill to the bone of everyone in the area except the caster and inflicting 1d8 of nonlethal damage. Those who fail a fortitude save are dazed for 1 round and affected as by a Slow spell for 1d3 rounds (including the dazed round). A creature with cold resistance is not affected.

The extremely thick fog lingers for 2d8 rounds. The effects are similar to the spell Obscuring Mist.

The extremely simple somatic component of this spell means it usually comes with a warning scribbled at the bottom of the spell’s page not to snap your fingers casually!

“What’s it take to get service in this joint? Over here, tavern wench!” snap

Color Shots
Conjuration
Level: Sor/Wiz 0, Bard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25’ + 5’ / 2 lvls)
Effect: Caster can shoot paint-like blobs or make colored smoke
Duration: 10 mins / lvl
Saving Throw: None
Spell Resistance: Yes

For the duration of the spell, the caster can conjure little blobs of paint-like colored liquid from his fingertip and fire them a distance up to the range as a standard action. Treat as a ranged touch attack. The color can be changed as desired. The caster can also conjure puffs of colored smoke up to the range which rise upward at 10 feet per round before dissipating when they exit the range of the spell. All conjured substances vanish without a trace at the end of the duration so clothes can only be soiled temporarily.

This spell was invented by apprentice wizards who wanted to practice hitting with ranged touch spells. Some wizard schools have been known to have war games like Capture the Flag in carefully constructed battlefields complete with little towers, obstacles, mazes, and so on.

Death Mouth
Necromancy [Evil]
Level: Sor/Wiz 2, Clr 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Dead body conveys a message
Duration: Permanent until discharged*
Saving Throw: None
Spell Resistance: No

This spell is the necromantic equivalent of magic mouth. See that spell for further details. It differs as follows. It requires a corpse or skeleton. When the trigger occurs, the corpse will become animated much like an undead skeleton or zombie, depending on the state of the corpse, and speak to deliver the message to the intended recipient(s) in the immediate area. The corpse will walk up to 30 ft if needed to deliver the message up close and personal but will not attack. Once the message has been delivered, the corpse collapses dead on the spot.

*Or until the body decays beyond the point of being possible to animate.

by Dale Everett

Never-ending Song
Enchantment (Charm) [Mind-Affecting]
Level: Bard 1, Beguiler 1, Wiz/Sor 2
Components: V
Casting Time: 1 round
Range: 20 ft
Effect: 20-ft-radius centered on the caster
Duration: 1d4 rounds + special
Saving Throw: Special
Spell Resistance: Yes

The caster begins to sing a simple but catchy and repetitive toon. Non-allies in the area of effect must make a will-based save to avoid joining in at the end of the round and continue singing for 1d4 rounds. The casting of the spell is incorporated into the song so that it doesn’t appear to be a spell, though a successful spellcraft check would identify it. If anyone willingly joins in singing, they forfeit their saving throw. In either case, after the initial duration, they may make a will-based saving throw each round to stop; otherwise they continue to sing. Singing prevents any speech or spell-casting that requires verbal components. In addition, the distraction of singing causes them to suffer a -1 penalty to attacks and any skill checks. Removing themselves from the vicinity of any other singers (at least 20 feet away), gives them a +2 bonus to their saves.

Example lyrics: “This is a song that never ends. It just goes on and on my friends. Someone just started singing it not knowing what it was, and now they go on singing it forever just because this is a song that never ends. It just goes on and on my friends. (repeat)”
by Dale Everett

Raise Dead
The material component of Raise Dead has been changed. It no longer requires diamonds. It requires a heart of the same type of creature as that to be raised (human for a human, goblin for a goblin, etc.). The one who killed the creature and took its heart must also be present at the time of casting and heart must be fresh—it must come from a creature that died after the recipient of this spell.

Signal
Illusion (figment)
Level: Sor/Wiz 0,
Components: V
Casting Time: 1 swift action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Allies only hear a loud signal
Duration: 1 round
Saving Throw: None
Spell Resistance: No

The caster can generate a very brief but very loud sound of his choice (DC -10 for listen checks, adjusted for distance). Allies of the caster will hear it if they’re in range, but only the caster’s allies. The caster must mouth the words if she wants to create intelligible speech, giving opponents an opportunity to read her lips if they’re paying close attention, much like an area effect Message spell.

by Dale Everett

Taste of Fall
Transmutation
Level: Druid 0, Plant 0
Components: V
Casting Time: 1 round
Range: Close (25 ft + 5 ft / 2 lvls)
Effect: 25 ft radius + 5 ft radius / 2 lvls
Duration: 1 round
Saving Throw: None
Spell Resistance: No

Leaves on any trees in the area of effect immediately turn color, dry up, and fall to the ground. Anyone moving through the area takes a -4 penalty on any move silently attempts until the leaves are moved or destroyed such as by wind or fire. The leaves grow back rapidly within one day leaving the trees unharmed. The spell has no effect in areas without leafy trees.

by Dale Everett

Transmute Water to Powder
Transmutation
Level: Sorcerer 1, Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 2 gallons of water / level
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

You transmute water into the alchemical substance, powdered water. Each gallon affected becomes one ounce of powdered water. The caster should either cast on small volumes of water in isolated containers or be certain the entire volume is within his limit as any remaining water in contact with the powder will immediately reverse the effect.

New Spells

The Howling Cliffs Dalebert