Deities: Deneir (NG), Dugmaren Brightmantle (CG), Hlal (CG), Jergal (LN), Mystra (NG (LN)), Thoth (N)
Granted Power: You gain scribe scroll as a bonus feat.
|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Transmutation||1 standard action||SRD|
|See text - No||Brd 1, Rune 1, Sor/Wiz 1||V, S|
|Target: One scroll or two pages|
Mundane or magical writing vanishes.
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
|None - No||Brd 3, Rune 2, Sor/Wiz 3||V, S, M|
|Target: Page touched, up to 3 sq. ft. in size|
Changes one page to hide its real content.
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret pages contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
|Glyph of Warding (M)|
|See text - No (object) and Yes; see text||Arc 3, Clr 3, Dwarf 3, Rune 3, Shu 3, Wealth 3||V, S, M|
|Permanent until discharged (D)||Touch||General|
|Target or Area: Object touched or up to 5 sq. ft./level|
|Materials: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.|
Inscription harms those who pass it.
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or by-passed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (casters choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
|Abjuration [Force]||1 standard action||SRD|
|See text - Yes||Rune 4, Sor/Wiz 3||V, S|
|Permanent until discharged (D)||Touch||24 hours|
|Target: One touched object weighing no more than 10 lb.|
Deals 6d6 damage when read.
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.
|Lesser Planar Binding|
|Conjuration (Calling)||10 minutes||SRD|
|Will negates - No and Yes; see text||Dem 3, Demonic 5, Diabolic 5, Hth 5, Rune 5, Sor/Wiz 5||V, S|
|Instant||Close ; see text||24 hours|
|Target: one elemental or outsider with 6HD or less|
Traps extraplanar creature of 6 HD or less until it performs a task.
Casting this spell attempts a dangerous act to lure a creature from another plane to a specifically prepared trap, which must lie within the spells range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individuals proper name in casting the spell.
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creatures Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
|Greater Glyph of Warding (M)|
|See text - No (object) and Yes; see text||Arc 6, Clr 6, Rune 6, Shu 6||V, S, M|
|Permanent until discharged (D)||Touch||General|
|Target or Area: Object touched or up to 5 sq. ft./level|
|Materials: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.|
As glyph of warding, but up to 10d8 damage or 6th-level spell.
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.
|Instant Summons (M)|
|Conjuration (Summoning)||1 standard action||SRD|
|None - No||Rune 7, Sor/Wiz 7||V, S, M|
|Permanent until discharged||See text||General|
|Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less|
|Materials: A sapphire worth at least 1,000 gp.|
Prepared object appears in your hand.
You call some nonliving item from virtually any location directly to your hand.
First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
|Rune 8, Sor/Wiz 8|
Safely moves an untriggered magical symbol to another location.
|Teleportation Circle (M)|
|Conjuration (Teleportation)||10 minutes||SRD|
|None - Yes||Arc 9, Rune 9, Shu 9, Sor/Wiz 9, Wuj 9||V, M|
|10 min./level (D)||0 ft.||General|
|Effect: 5-ft.-radius circle that teleports those who activate it|
|Materials: Amber dust to cover the area of the circle (cost 1,000 gp).|
Circle teleports any creature inside to designated spot.
You create a circle on the floor or other horizontal surface that teleports, as teleport, greater, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.