Index of Spells by Sources - Far Corners of the World

Far Corners of the World

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
 
Acorn of Far Travel
    Far Corners of the World
  Arc 2, Drd 2, Rgr 2  
    General

Makes an acorn feel like a forest to the user and a spell.

 
Avalanche of Devastation
    Far Corners of the World
  Arc 9, Drd 9  
    General

Rolling bludgeoning damage deals 8d6 in 40-ft. long segments of a code per round of concentration.

 
Calm Earth (M)
    Far Corners of the World
  Arc 7, Clr 7, Drd 6  
    General

Protects an area from earthquakes and lava. Also slows earth subtype creatures.

 
Cloud Spear
    Far Corners of the World
  Arc 4, Drd 4  
    General

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

 
Crabwalk
    SPC
  Arc 1, Brd 1, Drd 1, Rgr 1  
    5 minutes

Subject gains +2 to AC and Attacks when charging.

 
Creaking Cacophony
    SPC
  Arc 3, Brd 3, Drd 3  
    General

Spell causes deafness and shankened and applies a sonic weakness to subjects.

 
Deadfall
    SPC
  Arc 8, Drd 8  
    General

Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.

 
Expeditious Excavation (M) (F)
    Far Corners of the World
  Sor/Wiz 7  
    General

Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel.

 
Fengut
    Far Corners of the World
  Sor/Wiz 1  
    General

Subject is nauseated.

 
Fey Ring (XP)
    Far Corners of the World
  Arc 7, Brd 6, Clr 7, Drd 6, Sor/Wiz 7  
    General

Call a Fey creature that may or may not help you.

 
Fire Dance
    Far Corners of the World
  Brd 4  
    General

Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing.

 
Foundation of Stone
    SPC
  Arc 1, Clr 1, Drd 1  
    General

+4 bonus to resist being bull rushed or tripped

 
Gatorswarm
    Far Corners of the World
  Arc 6, Drd 6  
    General

This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.

 
Ghost Storm
    Far Corners of the World
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

 
Giant's Wrath
    Far Corners of the World
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.

 
Healing Surf (M)
    Far Corners of the World
  Arc 4, Clr 4  
    General

Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions.

 
Hide the Path (F)
    SPC
  Arc 6, Clr 6, Drd 6  
    24 hours

Disrupts find the path and other 6th level or lower divination spells.

 
Kelpstrand
    SPC
  Arc 2, Drd 2  
    5 minutes

Ranged touch attack to special grapple with kelp.

 
Magnetic Pulse
    Far Corners of the World
  Arc 4, Drd 4, Sor/Wiz 4  
    General

Magnetic forces cause 5d6 or 3d6 damage and trip attacks.

 
Quagmire Vortex
    Far Corners of the World
  Arc 9, Drd 9  
    General

Muddy "whirlpool" causes death and destruction in a swamp.

 
Raise Hummock (M)
    Far Corners of the World
  Sor/Wiz 5  
    General

Raise swamp land into dry stable land.

 
Raise Volcano (M) (XP)
    Far Corners of the World
  Arc 9, Drd 9  
    General

Create a devestating volcano.

 
Red Tide
    Stormwrack
  Arc 8, Drd 8  
    General

Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.

 
Ruin Delver's Fortune
    Far Corners of the World
  Brd 4  
    General

Temporarily gain a benefit that will last for a short while. Benefits include Bonus to Fort, Reflex, Will, HP, SR, or AC.

 
Saltray
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.

 
Sirine's Grace (M)
    Far Corners of the World
  Arc 5, Brd 4, Drd 5  
    General

Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.

 
Skyhurling
    Far Corners of the World
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.

 
Skyrift (M) (F) (XP)
    Far Corners of the World
  Sor/Wiz 9  
    General

Make a 1 mile radius area appear to be in perpetual night or dusk.

 
Splinterbolt
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.

 
Storm Prison
    Far Corners of the World
  Sor/Wiz 6  
    General

Deal 1d6/level (max 15d6) electricity damage to target and encase them in a wind and lightning prison.

 
Surefooted Stride (M)
    Far Corners of the World
  Arc 2, Brd 2, Rgr 2, Sor/Wiz 2  
    General

Treat mountainous terrain as plains.

 
Mass Surefooted Stride (M)
    Far Corners of the World
  Arc 4, Brd 5, Rgr 4, Sor/Wiz 5  
    General

Treat mountainous terrain as plains.

 
Undertow
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 2  
    General

Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

 
Vertigo (Sky)
    PHBII
  Brd 2, Sor/Wiz 3  
    General

Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved.

 
Volcanic Storm (M)
    Far Corners of the World
  Sor/Wiz 7  
    General

Wind, Rocks, and lava sweep an area.

 
Wall of Smoke
    Far Corners of the World
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).