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AUGMENT POISON
Enhances the strength of 1 poison dose/3 levels.
Transmutation [Poison]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 1 non-magical poison dose/3 levels
Duration: 10 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes poison more potent and toxic. Any dose of poison affected by the spell has its Fortitude DC increased by +1 per three caster levels. Furthermore, any ability damage caused by the poison does one additional point of damage for every
three caster levels. For example, if a poison normally deals 1d6 points of Strength damage and it were augmented by a 9th-level wizard, it would deal 1d6+3 points of Strength damage for the duration of the spell. If the poison causes an effect that has a duration, its duration is increased by one additional unit for every three caster levels. For example, if a poison normally causes paralysis for 1d6 rounds and it were augmented by a 13th-level wizard, it would cause paralysis for 1d6+4 rounds for the duration of the spell. If the duration of the spell expires, the augmented effect ends immediately. Thus, if a person has suffered an augmented poison’s initial damage and the spell ends before the secondary damage takes
effect, it would deal secondary damage as normal. This spell only affects discrete doses of poison, though they may already be placed on a weapon, trap, or other item. Thus, if the spell were cast on a 10-gallon vat of Willhammer, it would have no
effect. A dose of poison under the effect of this spell is considered a magically modified poison.
AUGMENT POISON, GREATER
As augment poison, but poison also gains metapoison feat.
Transmutation [Poison]
Level: Sor/Wiz 4
Components: V, S, M
This spell functions like augment poison, except that the affected doses also gain one of the following metapoison feats, selected at the time the spell is cast: Continue Poison, Empower Poison, Extend Poison, Gird Poison, Maximize Poison, Modify
Poison, Mute Poison, or Quicken Poison.
Material Component: A scorpion trapped in amber
worth 250 gp.
FORBIDDEN SCRIPT
Writing poisons any who read it but designated creature.
Necromancy [Poison, Language-Dependent]
Level: Brd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: 1 oz. vial of ink
Duration: 1 hour/level; see text
Saving Throw: None; see text
Spell Resistance: No
You imbue the target ink with powerfully poisonous energy. If the ink is used during the duration of the spell, any writing produced with it is permeated with the energy. Once written and the ink dried, this effect is permanent. At the time the spell is cast, you may designate up to one unique creature per level that is immune from the effects of the poisonous script. Anything written with the ink after the duration of the spell expires is normal script. Once the ink dries, anyone reading the text other than you or a designated creature is immediately exposed to a magically created ingestion poison. The
poison has a Fortitude DC equal to 10 + ½ your caster level + your relevant ability modifier. The initial and secondary damage of the poison are death. Merely looking at the text does not trigger the effect. It is only triggered if the creature
actually reads the writing. Some shady spellcasters have been known to write their spellbooks entirely in forbidden script.
Material Component: A mixture of aged bloodyberry
juice and wyvern blood with a total value of at
least 250 gp that is mixed with the ink at the time of
casting.
TAINT LIQUIDS
All liquids within 30 ft. become poisonous.
Transmutation [Evil] [Poison]
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst, centered on you
Duration: 1 hour/level
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes (object)
Denaturing energy bursts in all directions from the point of origin, causing all liquids within the area of effect to lose their properties and become tainted with a magically created ingestion poison. The poison deals 1d4 points of Strength damage per 4 caster levels (maximum 5d4) as its initial and secondary damage. The Fortitude DC to resist the poison is equal to 10 + ½ your caster level + your relevant ability modifier. Attended or magical liquids get a Fortitude saving throw to resist the effect of the spell. At the expiration of the spell's duration, all affected liquids return to their previous state and are no longer poisonous.
Material Component: A piece of
onyx worth at least 250 gp.
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Agile Movement - not sure on this one
Transformation
Level: Brd 1, Rgr 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You move across the battlefield with supernatural agility
and grace. You do not provoke attacks of opportunity when
moving through threatened areas.
Probe Thoughts
Divination [Mind-Affecting]
Level: Wiz 5
Components: V, S, SF
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
All the target’s memories and knowledge are accessible to the caster. The caster can learn the answer to one question per round, to the best of the target’s knowledge. The caster can also probe a sleeping target, though the target may make a Will save against the DC of the mind probe to wake after
each question. Targets who do not wish to be probed can attempt to move beyond the spell’s range, unless somehow hindered. The caster poses the questions telepathically, and the answers to those questions are imparted directly to his or her mind.
The caster and the target do not need to speak the same language, though less intelligent creatures may yield u ponly appropriate visual images in answer to the caster’s
questions.
Smoke Cloud
Evocation [Air, Fire]
Level: ArW 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius area/2 levels
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster creates a cloud of billowing smoke that blinds
and chokes all who are caught within it. Unless a successful
Fortitude save is made, any creature caught in the smoke
cloud will receive a –1 circumstance penalty to all attack
and damage rolls as well as –2 circumstance penalty to AC
as long as they remain within the area of effect.
Spellcasters caught in the area of effect (and who fail
the required Fortitude save) will also need to make a Concentration
check every round that they remain within the
smoke cloud and wish to cast a spell (Concentration check
DC equals caster’s spell save DC + the level of the spell that
is being cast).