Caduceus

Transmutation

Level: Hlr 9
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

By adding a magical effect, a doctor's kit can be used for almost anything.

Caduceus may be cast spontaneously as a 9th-level spell, or it may be prepared in any level spell slot. If you apply the epic feat Spontaneous Spell to caduceus, you may apply the normal effect—in which case you may abort prepared spell slots of any level to cast caduceus—or you may choose a single level for which you can cast caduceus spontaneously. Spontaneous Spell may be taken multiple times for caduceus.

Caduceus can do any of the following things.

Duplicating a spell also expends an unprepared (empty), uncast spell slot of the duplicated spell's level or higher. It allows saving throws and spell resistance as normal for the duplicated spell, but the save DCs are as for a spell of the level of the slot used for caduceus. When caduceus duplicates a spell that has an XP cost, you must pay that cost. When caduceus duplicates a spell with a material component that costs more than 10 gp per level of the slot used for caduceus, you must provide that component.

Material Component

One charge from a doctor's kit.

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Dancing Knights

Illusion (Figment)

Level: Brd 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 knight per two caster levels (minimum 1)
Duration: 1 minute per caster level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You create a group of knights that resemble humanoids in plate mail or samurai (for oriental-flavoured campaigns). The air around them is then filled with soft, pleasant music, and they start dancing together, ignoring any encumberance given by the armor they are wearing. Each dancing knight must stay within 10 feet of the nearest other knight, but otherwise may move as you desire (no concentration required): forward or back, left or right, straight or turning corners, or the like. The knights can move up to 30 feet per round. A knight doesn't wink out if the distance between you and it exceeds the spell's range, but it roams dancing freely around until the spell ends.

Dancing knights provides backup for a bard's performance, adding a +1 circumstance bonus per knight to his Perform check if he sings or plays along to the music created by the spell.

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Detect Psionics

Divination

Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round

Presence or absence of psionic auras.

2nd Round

Number of different psionic auras and the strength of the most potent aura.

3rd Round

The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.)

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength

A psionic aura's strength depends on a functioning power's level or an item's manifester level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the spell ends.

Lingering Aura

A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is cast and directed at such a location, the spell indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras, though you get no information about magical auras except that they are magic. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Psionic Aura Strength
Power or Item Aura Strength
Faint Moderate Strong Overwhelming
Functioning power
(power level)
3rd or lower 4th-6th 7th-9th 10th+
(deity-level)
Psionic item
(manifester level)
5th or lower 6th-11th 12th-20th 21st+
(artifact)
Lingering Aura Duration
Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 × 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

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Lava Bomb

Conjuration (Creation) [Fire]

Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A glob of lava
Duration: 1 round/level (C)
Saving Throw: None
Spell Resistance: No

You create a fist-sized glob of lava in your open hand. The lava harms neither you or your equipment and provides light equivalent to a candle.

You can strike an opponent with a melee touch attack, dealing 2d6 fire damage. Alternately, the lava can be hurled up to medium range as a thrown weapon. When doing so, you attack with a ranged touch attack and deal 1d4 bludgeoning plus 2d6 fire damage. No sooner do you hurl the lava than a new glob appears in your hand. You may choose to make standard attacks instead of touch attacks (either ranged or melee) with the lava if you wish, adding your strength bonus as bludgeoning damage.

As with normal lava exposure, fire damage from contact with a lava bomb continues for 1d3 rounds after exposure, but this additional damage is only half of that dealt during actual contact (that is, 1d6 fire per round). Victims may take continuing damage from only one lava bomb per round. Contact with water prevents continuing damage and ends the duration immediately.

This spell functions underwater. The damage is 1d6 fire, and the lava may not be thrown.

Material Component

A piece of hardened lava.

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Negate Psionics

Abjuration

Level: Brd 4, Clr 5, Drd 6, Pal 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use negate psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A negated power ends as if its duration had expired. Some powers, as detailed in their descriptions, can't be defeated by negate psionics, or can be ended only if you cast negate psionics at a high enough caster level. Negate psionics can end psi-like effects just as it does powers.

The effect of a power with an instantaneous duration can't be negated, because the psionic effect is already over before the negate psionics can take effect.

You choose to use negate psionics in one of two ways: a targeted negate or an area negate.

Targeted Negation

One object, creature, or power is the target of the negate psionics spell. You make a negate check (1d20 + your caster level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this negate check is 11 + the power's manifester level. If you succeed on a particular check, that power is negated; if you fail, that power remains in effect.

If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a negate check to end the power or its effect. If the object that you target is a psionic item, you make a negate check against the item's manifester level. If you succeed, all the item's psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface is temporarily closed. A psionic item's physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.

You automatically succeed on your negate check against any power that you manifested yourself.

Area Negate

When negate psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a negate check against the power with the highest manifester level. If that check fails, you make negate checks against progressively weaker powers until you negate one power (which discharges the negate psionics power so far as that target is concerned) or until you fail all your checks. The creature's psionic items are not affected.

For each object within the area that is the target of one or more powers, you make negate checks as with creatures. Psionic items are not affected by an area negate.

For each ongoing area or effect power whose point of origin is within the area of the negate psionics power, you can make a negate check to negate the power.

For each ongoing power whose area overlaps that of the negate psionics power, you can make a negate check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing power is in the area, you can make a negate check to end the power that created that object or construct in addition to attempting to negate powers targeting the creature or object. You can choose to automatically succeed on negate checks against any power that you have manifested.

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Pyroclastic Blast

Conjuration (Creation) [Fire]

Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No

A billowing cone of hot ash bursts from your outstretched hands to the maximum range of the spell. The intense blast of searing, fine particles causes 1d6 points damage per level (up to a maximum of 15d6) and temporarily blinds the victim for one round. The damage is both fire and sonic. A successful Reflex save halves the damage and negates the blindness effect.

Material Component

A small piece of volcanic ash.

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Spirit Steed

Necromancy

Level: Clr 4, Drd 4, Rgr 2
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Living animal touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Special: Caster must be of orc-descent or worship an orc diety

You channel the spirit of an ancient orc warrior into your steed, which must be a living animal. For the duration of the spell, your mount gains:

When the duration of the spell expires, the mount becomes fatigued.

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