
By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (+4AC). The spell has no effect on a person already armored or a creature with Armor Class 14 or better. It is not cumulative with the shield spell, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the wearer sustains cumulative damage totaling greater than 8 points + 1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 14; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 8 points from an attack, then several minutes later sustain an additional 1 point of damage. Unless the spell were cast by a wizard of 2nd level or higher, it would be dispelled at this time. Until it is dispelled, the armor spell grants the wearer full benefits of the Armor Class gained. The material component is a piece of finely cured leather that has been blessed by a priest.
Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original. Copy can also be used to copy spells from a new spell book into the caster's spell book, assuming the caster's spell book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book. The material components for this spell are a piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink
This spell enables a wizard to detect secret doors, compartments, caches, and similar devices. Only passages, doors, or openings that have been deliberately constructed in such a way to escape detection are detected by this spell- a trap door buried beneath crates in a cellar, an illusionary wall, or an amulet left in a cluttered room would not be detected. The wizard affects an area of 10 feet square per level, so a 4th-level wizard could search four sections of wall, floor, or ceiling. Any doorways or openings detected by this spell glow softly for one full turn. It's possible that a wizard might not find a secret compartment within the area of effect if the compartment is behind or under another object that covers it completely. This spell only detects the doorway or opening, the wizard may have to search for a mechanism or catch that opens the door.
Creatures or objects that are phased- that is, in the Border Ehtereal plane- can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide;any phased creatures or objects in this area are revealed as soft,blue-glowing outlines visible to anyone in the vicnity. Creatures or effects detected by this spell include: phase spiders, ghost in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen. Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusion. Note that detecting a phased monster doesn't necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.
employing this spell the caster is able to note an untruth spoken by a creature, including even a minor evasion of the truth. The Material Component is a forked tongue of a snake
you make yourself including clothing, armor, weapons, and equipment look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The target retains the ability to distinguish color and detail under these conditions. Arcane Material Component: A small candle.
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. Focus A piece of cured leather.
By means of read magic, you can decipher magical inscriptions on objects books, scrolls, weapons, and the like that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus A clear crystal or mineral prism.
Imbue the subject with magical energy that protects it from harm, Granting a +1 to all saving throws. Can be made permanent with the permanency spell. Material component is a miniature cloak.
This spell is used against psionic opponents. When cast, it creates a mental trap in the subject's mind. An unwilling recipient of this spell is allowed a will save to neg the spell. This trap instantly discharges upon any psionic contact or attack, as well as mind-contacting spells such as ESP and Telepathy. The trap causes 1d4 points of damage, plus one point per level of the caster to the initiator of the contact, save for half. The material component is some roughly ground glass, which must be sprinkled on a circle around the recipient.
The subject's outline appears blurred shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect but a true seeing spell does. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
1st round: Detect surface thoughts of conscious creatures with int 1 or higher. 2nd round: Number of thinking minds and the Int score of each. If the mind has an int of 26 or higher or the split is more than 10 the caster is stunned for one round and spell ends. Can scan an area by turning each round.
While this spell is in effect you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component A small amount of alcohol or distilled spirits which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.
This spell transforms a quantity of ice into a long, deadly lance, which is then magically propelled at a target you designate. You must succeed on a ranged attack to strike a target. A +4 bonus applies to your attack roll. If you hit, the icelance deals 5d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use. Material Component: At least 10 pounds of ice or snow. Most mages cast this spell in an area with natural ice or snow, but in a pinch the ice left over from an ice storm spell will suffice.