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Commoneo

Divination

Level: Clr 2

Components: V, S, M

Casting time: 10 Minutes

Range: Personal

Target: You

Duration: Instantaneous

Save: None

SR: No

This spell warns a priest of impending danger. It gives the Priest a rough picture of the next time he will be in mortal danger, the impending danger maybe a trap, an ambush or simply an accident. This information doesn’t guarantee the priests safety but it does give him a measure of safety when faced by the danger. In the first round that he would be affected by the danger the priest is +4 on AC +4 on all saves and +4 on initiative and is considered to have improved evasion and uncanny dodge. The DM doesn’t have to give the player the specific instance, since he himself might not know the next or exact time but rather inform the player when he is in a time and place the reminds him of the Commoneo and when the action takes place apply the appropriate bonuses. 

Components: 

He ducked under the first blade and then rolled past the next. He had dropped his morning star a ways back but he still had his head. A fair trade by all accounts.

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Ardaine’s Apparition

Illusion

Level: Sor / Wiz 1

Components: V, S, M

Casting Time: 1 Action

Range: Personal

Target: you

Duration: 1 Minute/Level

Saving Throw: Special

Spell Resistance: yes

The spell makes the caster appear ghostlike and slightly translucent. Undead of less than 3HD feel the caster is no threat to them and will not attack unless directed to do so. It has a secondary effect of adding a +4 circumstance bonus to Hide checks and a +4 bonus to intimidate. The intimidation bonus is eliminated with a successful Will Save.

Arcane Material Components: A small piece of a shroud.

Ardaine strode forward like a malevolent spirit arms spread and walking purposefully towards the small band of goblins. They scattered into the underbrush fearing the ghostly apparition.

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Ancile

Conjuration

Level: Clr 1 Pal 2

Components: V, M

Casting Time: one action

Range: personal

Target: you

Duration: instantaneous

Save: None

SR: No 

The caster is surrounded in a sphere of holy protection adding a +20 deflection bonus to his Armor Class for one round. 

Components: Holy Symbol, a piece of white shroud

The Lich looked up from his studies to see who was giving his minions such terrible trouble. Looking at the glowing visage of the cleric striding in to his lair, hurling aside his faithful followers, a rotting grin spread across his face. Ancile is a powerful spell but short in duration. He retreated in to the shadows and waited to teach the cleric a lesson in patience. 


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Blessing of Illumination

Necromantic

Level: 1 Pal Clr

Components: V, S, M

Casting Time: 1 standard action or swift action

Range: personal

Duration: 10 minutes / level

Save: None

SR: Yes

Any creature that you have successfully turned while affected by this blessing glows as if affected by a light spell for 10 minute / caster level. At the moment the priest or paladin successfully turns any undead he may spontaneously cast this spell and have it affect the creatures just turned.

The skeletons ran in what seemed to be six or seven passages… each of them lighting the way through the dark passages yet unexplored. 

* Blessings are spells that can be instant cast spells when utilized during a round in which there has been a successful channel or when undead are turned or controlled by the casting priest or paladin.

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Shatter Cloak

Abjuration

Level: Sor / Wiz 2

Components: V, S, M

Casting Time: Standard action

Range: Touch

Target: one non-magical piece of clothing or cloth

Duration: Permanent until discharged

Saving Throw: Reflex

Spell Resistance: yes

This spell turns one non-magical piece of clothing or cloth no larger than the caster in to a magical trap. The caster can only have one Shatter Cloak in existence at any one time. When the affected material is struck with a melee weapon or spell that would damage or destroy normal cloth the shatter cloak absorbs 5 points of damage and then explodes in a shower of glass affecting all but the wearer in a 10ft radius, if the material is unattended it affects everyone inside the area of effect. Causing 1d10 points of damage and blinding them for 1d3 rounds. Those who make their Reflex save suffer half damage and are not blinded.

Arcane Material Components: A pinch of ground glass and a shard of Mica

Ardaine awoke to the sound of shattering glass and a rush of cold air, he realized quickly that his blanket was gone and the man with the dagger would not be blinded for long.

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Blazing Aura

Invocation

Level 4 Pal

Components: V M

Casting Time: standard action

Range: personal

Duration: 5 rounds

Area: 10’ radius

Save: None

SR: Yes

Each round any hostile creature is inside this aura they take 1 point of damage per caster level of the paladin half of which is fire and half of which is holy. As a free action the paladin may extend the duration of this spell by an additional 5 rounds by expending one of his smite attempts.

Etic drew her sword and heaven’s fire leapt from all around to shroud her in white heat. The smell of burning righteousness filled the air as the gnolls tried to shield themselves…

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Thuvar Ulvring

This greatsword crafted by dwarves for an ancient king of men translates to ice friend. 

Greatsword of Frost +3

Abilities -

  • The wielder treats ice and snow as regular terrain.
  • Once per day can cast Ice Field as a standard action see below

Ice Field

When this ability is used the ground surrounding the wielder in a 60 foot radius is covered in a thick sheet of ice. All creatures in the AoE must make a Reflex save DC21 or take 1d10 points of damage. The area is considered difficult terrain for 10 minutes. If a body of water is included in the AoE the ice is thick enough to support small and medium sized creatures, large creatures may break through. 

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Break the Charge

Enchantment / charm

Level: Sor / Wiz 4

Components: V, S, M

Casting Time: 1 Action

Range: Medium (100 ft +10 ft/Level)

Area: 30 ft Radius

Target: Normal Horses and mounts

Duration: 1 round/2 Levels

Saving Throw: None

Spell Resistance: yes

This spell causes all mounts to attempt to throw their riders or prevent itself from being mounted. Anyone presently on an affected mount must make a ride check equal to 15 + the level of the casting wizard just to remain seated. Anyone who doesn’t make this check is thrown to the ground for 1d6 damage. In order to reign in an un-mounted creature a person must make an animal handling check equal to the ride check. Even if the ride and / or animal handling check are made the mounts do not follow commands and will continue this behavior until the spell duration ends. There is no save for this spell as long as the mount is of animal intelligence. Paladins special mounts or special creatures with saddles i.e. dragons or other intelligent creatures are unaffected by this spell. 

Arcane Material Components: A large thorn and a piece of saddle leather

Ardaine just smiled as the cavalry approached the narrow bridge. A few graceful motions and the long thorn pierced the leather in his palm, a small trickle of blood wound its way down his wrist. The general’s horse screamed and reared, his foot slipped from the stirrup and he plunged into the icy waters below.

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Encryption

Illusion

Level: Sor/Wiz 1, Bard 1

Components: V, S

Casting Time: standard action

Range: personal

Target: you

Duration: 1 hour/Level

Save: None

SR: no

This spell makes it more difficult for opposing casters to determine what spells the wizard is casting. His hand motions are obscured his words slightly altered and his material components harder to see. Encryption adds +10 to the DC of Spellcraft checks made against the caster when trying to determine what it is he is about to cast. True seeing negates this effect. 

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In the Beginning

This is my first post and I thought I would tell you a little bit about myself and what I intend to do here. 

Tiny Orc was a dream several years ago when I had planned on self publishing a book of spells and magic items that were compatible with D&D 3.5. Then there was the 4th edition shake-up and I thought people wouldnt be looking for other source material and then some of us actually played 4th edition and well it was right back to 3.5 and along came Pathfinder and refreshed the game I had grown to enjoy. 

I intend to post spells and magic items here as I go along and some day I will even compile them and maybe throw a .pdf in to the world.

Anyway, thanks for reading.