Attain Lichdom
Necromancy (Evil, but see below)
Level: Priest 6, Mage 6, Bard 6, Blighter 6
Components: V, S, F (see below)
Casting Time: standard action
Range: touch (see below)
Area of Effect: 40' radius (see below)
Target: you (see below)
Duration: full moon's eclipse (see below)
Saving Throw: None
SR: No
This elaborate spell is used for conducting a ritual to transform the caster into a Lich.
The process is unquestionably evil (but see below), elaborate and dangerous.
The spell must by written with the caster's blood and must be cast during a full lunar eclipse.
The ritual is to be conducted within the area of an
Unhallow spell effect, and must be completed before the moon is fully revealed.
During the ritual, you may not have any other active spell effects or magical items on your person or the phylactery, because the ritual's energies require a delicate and precise balance. Failure to comply with this constraint means certain failure of the ritual of Lich transformation.
Spoiler
Show
See
post #29 for the ritual of Lich transformation.
Army of the Dead
Necromancy [Evil]
Level: Priest 7, Mage 7
Components: V, S, M
Casting Time: standard action
Range: medium (60' radius)
Target: humanoid corpses within range
Duration: Instantaneous; 24 hours (see below)
Saving Throw: None
SR: No
A skeletal legion stands before you in perfect silence. You have but to give the word, and they will lay waste to your enemies.
This spell animates all slain creatures in the AoE as either skeletons or zombies.
All undead animated by a single usage of this spell serve to accomplish a single mission (usually for fighting a specific battle). Once the mission is complete or 24 hours have passed, all creations of this spell crumble to dust
Material Components: Bloodstone, ivory, and onyx gemstones with a total worth of 500gp of each type.
Ceremony
Abjuration
Level: Priest 1
Taken from 5e
Chromatic Orb: Lesser / Moderate / Greater
Conjuration (Creation)
Level: Mage 2 / 5 / 8
Components: V, S
Casting Time: standard action
Range: Short (60') / Medium (120') / Long (240')
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of elemental energy (choose damage type upon casting: acid / cold / fire / lightning / sonic), about 2" / 4" / 6" in diameter, shoots from your palm at its target.
A successful ranged touch attack deals damage according to the spell's level:
2nd SL: 1d10 points of damage per odd caster levels (maximum 5d10).
5th SL: 1d8 per CL (maximum 15d8).
8th SL: 2d6 per CL (maximum 40d6).
Circle of Absolute Blindness
Abjuration
Level: Mage 9, Witch 7
Components: V, S
Casting Time: Standard action
Range: Medium
Targets: 80' wide cylinder 80' high.
Duration: 10 minutes
Saving Throw: none
SR: No
This powerful, multi-purpose anti-sensing spell prevents all senses and all means of detection.
The affected area counteracts not only normal vision and hearing (effectively a silence effect), but also prevents the functioning of Darkvision, Darksense, Darksight, Scent, Tremorsense, Echolocation, and detection spells and powers such as locate object, scrying and discern location.
The circle is immobile and its victims may blunder out of the affected area, but:
1. Movement is reduced to 1/4.
2. Flight is impossible.
3. Each movement fragment is randomly determined by a d3 roll: 1 = 45 degrees left; 2 = keep going straight; 3 = 45 degrees right.
4. The casting of spells with even a single S/M/F/DF ingredient has only 60% chance for success. Each additional ingredient reduces success chance by another 20%, to a minimum of 10%.
The effect may be countered by disjunction, wish or miracle spells.
Composite Blast
Evocation
Level: Mage 6
This highly versatile damage spell grants the caster 2 combat options:
1. Generating a fireball-like explosion at a range.
2. Generating a local explosion with the caster serving as the effect’s focal point (the caster is unharmed by the effect).
The explosion deals damage according to the caster’s alignment:
Good: Thunder and Lightning. Electricity and/or sonic damage (100% of chosen type or 50:50).
Evil: Flame and Corruption. Fire and/or necrotic damage (100% of chosen type or 50:50).
Neutral: Choose one of the above. The selection is final.
Cursed Weapon / Fang / Vestment
These are basically the reverse-effects of the known positive spells (Magic Vestment / Weapon / Fang).
Any magical examination will register the effect in question as Magic Vestment / Weapon / Fang.
Diamond Glass (inspired by AD&D's Glassteel spell)
Transmutation
Level: Mage 9
Component: S, V
Casting Time: standard action
Range: touch
Target: the manipulated ingredients and the result object (see below)
Duration: long
Saving Throw: no
SR: no
This spell is used for transforming coal into diamond-sculpted objects.
The caster sculpts a single diamond object of high transparency that appears as nothing more than a high quality glass, lacking the beautiful crystalline features of naturally extracted diamonds, thus making it useless as a gem. However, this very quality makes it especially valuable in another way. Natural diamonds contain countless weak points, flaws and impurities. An object created in this manner has a perfectly uniform structure, making it literally the most durable material in existence. A diamond object is almost indestructible. Treat any item created by this spell as Adamantine reinforced by Hardening spell (CL 20).
Weapons and armors may also be created, provided the caster has the required skills to do so. Weapons and armors created by this spell take the better combat qualities of Mithral and Adamantine.
You can continue to affect items generated by previous casting of this spell, provided they don't carry magical enhancements. You may also chip away and/or re-position excess mater added due to poor crafting.
Diamond objects cannot be put to practical use in the creation of items that require flexibility (e.g. bows), since it is also the least flexible material in existence.
Researching this spell requires 4 ranks in both Craft (alchemy) and Craft (gemcutting).
Dimensional Grasp
Conjuration (summoning)
Level: Mage 2
Components: S
Casting Time: standard action
Range: Close
Target: 1 object
Duration: instantaneous
Saving Throw: No (see text)
SR: No
You may "grasp" an object within close range, teleporting it to your hand. If the object is unattended, you need to make an attack roll against an AC 10. Otherwise, you need to make a Disarm or Steal combat maneuver. When attempting a Steal combat maneuver, even if not in combat, the target does not notice the item has been stolen for 1 round. When attempting a Disarm combat maneuver, the item is teleported in a square adjacent to you instead, if successful.
Druidcraft
Transmutation
Level: Druid 1
Taken from 5e
Eclipse
Evocation [Darkness]
Level: Priest 6, Mage 6, Druid 6
Components: V, S, M/DP
Casting Time: 10 minutes
Range: 240'
Area: 2-mile-radius sphere
Duration: 1 hour
Saving Throw: None
SR: No
This spell creates an area of magical darkness in a 1-mile diameter centered on a point chosen by the caster.
Within the area of the spell the sun is blotted out, creating an area of magical darkness that suppresses natural light sources, creating an area of shadowy illumination. Creatures within an area of shadowy illumination gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Arcane Material Component: A small diamond dipped in black oil.
Endless Daylight
Evocation [Light]
Level: Priest 5, Mage 6
Duration: Permanent
This spell creates a permanent Daylight effect.
Arcane Material Component: 100gp worth of diamond dust, sprinkled on the item that will carry the effect.
Eternal Charm Person
Enchantment
Level: Mage 5, Witch 5
Components: V, S
Casting Time: Standard action
Range: Close
Target: 1 person
Duration: Permanent
Saving Throw: Will negates
SR: Yes
This spell has the same effect as Charm Person, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.
Note: The level of the Charm Monster version of this spell is Mage 7, Witch 6.
Eternal Sleep
Enchantment
Level: Mage 7, Witch 7
Components: V, S
Casting Time: Standard action
Range: Long
Target: 1 creature
Duration: Permanent (D)
Saving Throw: Will negates
SR: Yes
One creature you indicate falls into a deep, coma-like sleep, from which it cannot wake up by any means short of Wish or Miracle.
The creature’s life functions are slowed and maintained by the spell so it can remain asleep indefinitely, without the need to eat or drink (but it must breathe), as long as no physical harm comes to it.
The spell affects any creature that can be rendered comatose, including creatures that usually don’t sleep (such as elves).
When the spell is cast, you must designate and speak aloud one condition that will awaken the creature.
The condition could be anything that comes to mind, but it must be accomplishable in some way by mortal means (i.e. without magical powers) and not directly harmful to the creature. The witch doesn't have to disclose this information, but it's obtainable via Analyze Dweomer, Legend Lore or Vision.
If the condition is fulfilled, the spell ends immediately.
Eternity of Torments
Universal
Level: Priest 9*, Mage 9*, Druid 9*
Components: V, S
Casting Time: 10 minutes
Range: touch
Target: 1 living creature
Duration: permanent
Saving Throw: Fort + Will negate
SR: Yes
This terrible spell was devised as the ultimate means of punishment and deterrence.
To cast this spell, the subject must be held helpless.
If cast simultaneously by a priest and a mage and a druid, carrying the sentence of a nation's Supreme Court, the target must make 3 consecutive saves (Fort, Ref and Will) or suffer the effect. In any other circumstance, the spell receives the [Evil] descriptor and the target needs to make one of 3 saves to avoid the effect – in which case that caster may no longer affect the target with this spell.
Once affected, the subject is rendered helpless with pain forever. The subject's body, mind and soul are assaulted in a worse manner than anything imaginable. The subject immediately shrivels to a husk and all of its ability scores are instantly drained and reduced to score 1. This drain overcomes special qualities that would normally render the subject immune to ability drain.
The subject needs no food, drink or air. The spell keeps the subject from dying and maintains it in stasis. The target can be moved, but not affected.
It takes
Wish or
Miracle to break the spell. When the spell ends, the subject is rendered nonresponsive (the subject will die of hunger unless force-fed), insane and sterile.
A
Miracle spell is required to snap the subject out of its catatonic state.
Greater Restoration spell is required for restoring ability scores drained by this spell – at a rate of 1 / day, and even then, each ability score suffers a permanent loss of 1 point.
Another
Greater Restoration spell is required to cure the subject of insanity. This will work only after all drained ability points are fully restored.
Curing sterility requires another casting of
Wish or
Miracle.
Survivors of
Eternity of Torments acquire
Vengeful and
Violent Flashbacks as
flaws. These flaws are not offset by feats.
Invoke Truename
Transmutation (Universal)
Level: Bard 4, Cleric 4, Druid 4, Sorcerer/Wizard 4
Components: Varies
Casting Time: Swift / immediate / none action (see below)
Range: Varies
Targets: One creature or object, or self (see below)
Duration: Instantaneous
Saving Throw: None
SR: No
Every creature and object – anywhere in space and time – has a truename, a unique identity that sets it apart from everything else in the multiverse. By tapping onto a target's truename, the caster can make it a lot more susceptible to influence.
A target's truename is defined by:
1. Its characteristics
2. Its location (where)
3. The given time (when)
This is why no one can ever obtain a truename beyond the extent of this spell – it is ever changing and incredibly complex.
Invoke Truename can be used against a given target either as part of casting another spell, consuming no action in and on itself, or as a swift action when using an attack action or a Su/Sp/Ex ability.
Regardless of the action taken, only a single truename can ever be obtained by a given caster at a given combat round.
Against whatever attack/action/effect that's augmented by this spell, the target is deprived of its SR and/or DR, and the DC to resist or counter that attack/action/effect is increased by +5.
A caster may apply this spell to self as an immediate action. In such case, vs. a single attack/action/effect, they gain:
1. SR 10 + ECL or an increase in existing SR by +5 (whichever's higher).
2. DR 5/– (stackable with any existing DR).
3. +5 to the attempt to overcome the DC of an attack/action/effect.
The use of this spell is a direct interference with the fabric of reality. Spellcasters find it impossible to successfully cast this spell more frequently than once per 6 CLs in a given 24 hour period.
Life Force Exchange
(Necromancy) Reversible
Level: Sor/Wiz 9
Components: V, S
Casting Time: standard action
Range: Medium
Effect: Switches the life force of 2 creatures
Duration: Permanent
Saving Throw: Will negates
SR: Yes
This spell permanently switches the life forces of two creatures (one of which may be you) within 30'.
Both creatures are surrounded by a radiant green aura and must make a Will saving throw to avoid the effect.
The spell only functions if both recipients fail their saving throws. If only one target of the spell fails the save, then the one who made the saving throw is automatically stunned for 1 round. Meanwhile the other subject (the one who failed the save) is stunned for 2–4 rounds.
In the event of a successful transfer, both life forces retain all of their original mental abilities and behavioral patterns, although their physical abilities are limited (or possibly enhanced) by their new forms. For instance, a decrepit necromancer uses this spell to exchange life forces with a hale, young warrior in the prime of his health. While the necromancer gains a young and vigorous body (and all of the benefits that go with it), the unfortunate youth finds himself trapped in the withered shell of a dying old man. Creatures unaccustomed to being shifted in this way are stunned for 3-6 rounds.
The effects of this spell are permanent and can only be undone by casting the spell once again on both subjects. Not even physical obliteration and True Resurrection reverse this sentence.
Lycanbane
Transmutation
Level: Druid 4, Priest 5
Component:: S, V
Casting Time: standard action
Range: Touch/personal
Target: 1 lycanthrope/self
Duration: Instantaneous/short
Saving Throw: Yes
SR: Yes
This spell can be cast in two ways.
The first is upon a lycanthrope. The target must make a Fort save or lose its lycanthrope template.
The second is upon the caster. Any lycanthrope that scores Bite damage against the caster must make the save or lose its lycanthrope template.
Magic Circle
Abjuration
Level: Priest 3
Taken from 5e
Mask Magical Aura
Illusion
Level: Bard 4, Mage 5
Components: V, S
Casting Time: standard action
Range: Touch
Target: One item carrying magical effects
Duration: One lunar cycle
Saving Throw: None
SR: No
This spell shields a number of items no greater than the caster’s Int-bonus or Cha-bonus (Bard or Mage respectively) from magical scrutiny of all kinds, except the most potent of divinations.
Detection spells and SLAs of mid-low levels are completely blind to the objects powers/effects.
This spell’s deception is penetrated by
Greater Arcane Sight,
True Seeing and
Vision.
Massmorph
Transmutation
Level: Druid 7, Witch 7
Components: V, S
Casting Time: Standard action
Range: Medium
Targets: 1 creature / level, no two of which can be more than 30' apart.
Duration: Permanent (D)
Saving Throw: Will negates
SR: Yes
This spell polymorphs multiple creatures at once.
The targets must all be transformed into the same sort of creature, so it is possible to massmorph a group into pigs, cows or even ogres (assuming medium sized creatures), but it’s impossible to turn some into pigs and others into goats.
If one of the creatures cannot assume the desired form, it is unaffected. The targets save against the spell’s effect individually, and one’s success or failure has no effect on the others.
Miniature Safe Haven
Transmutation
Level: Mage 7
Components: V, S, F
Casting Time: standard action
Range: Touch
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Zebulon was a paranoid and recluse mage. Barely surviving the betrayal of a close friend whom he thought he could trust with his life, he lost all faith in others.
Being an admirer of Leomund’s work for years, he came up with a spell that could assist him in avoiding others on one hand, and provide the liberty of not being confined to a specific location on the other. Eventually, he used this spell so often that he decided to create a magical cube that contained a permanent mobile home.
This spell transforms a 4” cube-shaped section inside a solid object into a dimensional pocket space.
The object must contain a representation of a door – either painted or carved. Touching the door and uttering the password chosen by the caster transports you inside. The inside is revealed to be a 20’ high, 30’ x 30’ lodging, divided and furnished as the caster sees fit, but no room can be less than 10’ x 10’.
Entrance to the pocket space is strictly voluntary and one may only enter alone.
The dimensional pocket space is isolated from the outside world, so no eavesdropping is possible upon the occupants (visual, auditory, telepathy, scrying etc.). Furthermore, if the object is to be moved or even shaken, those inside feel nothing – as far as they’re concerned, they keep standing on solid ground.
When the spell effect expires, all the creatures and objects that have entered instantly reappear in front of the object’s door. If something else occupies the space that a traveler would be returning to, then he is displaced the minimum distance to provide the space required for reentry. Until then, an occupant can simply step outside via an inner door.
The effect lasts for the duration of the spell, or until the object is physically broken to expose the affected section.
Dispel Magic and
Anti Magic don’t end or suppress the effect, but the latter prevents the possibility of entering or leaving the pocket space.
Moonlight
Divination
Level: Druid 3, Mage 3, Priest 3, Radiant Soul 3
Components: V, S
Casting Time: Standard action
Range: Touch
Target: Object touched
Duration: 24 hours (D)
The object touched sheds dim light in a 60' sphere.
Lycanthropes that enter the AoE are affected as if it were a night of full moon.
Darkvision operates normally in an area illuminated exclusively by
Moonlight.
Nemesis
Illusion (mind affecting)
Level: Mage 9
Casting Time: standard action
Range: touch
Target: 1 non-mindless creature (Mind Blank spell effect doesn't count)
Duration: instantaneous
Saving Throw: None
SR: yes
A nemesis exists in one place and one place only – the victim's mind. The confrontation is immediate, where the victim, in its mind, fights a precise duplicate of itself at the instance of being affected.
All character resources spent in this confrontation are wasted, all damage and conditions taken persist.
If the victim loses, it dies, but that's not all. This defeat also permanently polarizes the victim's alignment. Only Miracle, Wish or a second casting of this spell can undo this alignment polarization.
Phase Arrow
Transmutation
Level: Druid 4, Mage 4
Components: S (the ranged attack)
Casting Time: Swift action
Range: Touch
Target: 1 tossed object or missile device
Duration: Instantaneous
Saving Throw: No
SR: No
When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target, ignoring all obstacles (e.g. cover & concealment), including weather related range interference.
A Phase Arrow flickers between the material prime, the Ethereal and Astral planes, so it overcomes all barriers that don't stretch to all three.
Physical Nullification
Transmutation
Level: Priest 9 / Mage 9 / Druid 9
Components: V, S
Casting Time: 1 round
Range: Medium (120')
Target: 1 creature or item
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Remaining utterly still for a moment, you clench your fist and the target you select simply ceases to exist. There's no fire, no flash, no sound and no remains.
With this powerful spell, you physically erase a subject from existence. Items worn, held, or carried by (or are set into or encompassed by) the target are likewise obliterated.
If the target makes its save, it and all associated items are individually subject to Disintegrate effect (with normal saves allowed).
This spell poses a direct interference with the laws of reality and carries a side effect in the form of a powerful backlash. The caster takes 1d6 ability burn to all ability scores (1 point of each ability is actually a permanent loss) and is also Stunned for 1 round, Dazed for 1 round later and then Slowed for another 1d4+1 rounds (no saves). This backlash bypasses any and all immunities and resistances.
Preemptive Shield
Evocation
Level: Mage 2, Bard 2
Components: S
Casting Time: immediate action
Range: personal
Duration: see below
Saving Throw: None
SR: No
This spell creates a translucent force shield which blocks a single hostile action involving either an attack roll or area of effect that allows a reflex save, somewhat as if the caster had total cover for that brief instant. The spell must be cast after an attack or effect is announced, but before any attacks or saves are rolled. "If used in response to an attack, the initial damage or magical effect (such as spell delivery) of that roll is negated even if the attack hits. The caster still counts as hit by the attack, so other effects which don't care about the initial damage/magic continue as normal (such as combat maneuvers)." If used in response to an area of effect allowing a reflex save, the spell provides a +5 bonus on the save and absorbs energy damage, granting Energy Resistance 20 against all energy types used in the effect.
Special: Being translucent, the barrier does not block light, and this extends to its protection as well: light-based spells and effects ignore it completely, including but not limited to those with the [light] descriptor.
Psychic Scream
Enchantment
Level: Bard 6, Mage 9
Taken from 5e
The number of targets is reduced to 1 per Int-bonus (maximum 10 targets).
Scatter
Conjuration
Level: Mage 6
Taken from 5e
Seeker Arrow
Transmutation
Level: Druid 2, Mage 2
Components: S (the ranged attack)
Casting Time: Swift action
Range: Touch
Target: 1 tossed object or missile device
Duration: Instantaneous
Saving Throw: No
SR: No
When you throw an object or launch a missile (single) from a missile device, the object/missile travels to the target even around corners.
This ability negates Cover modifiers, but otherwise the attack is rolled normally.
This spell reduces weather related range interference as if the weather was 2 steps calmer than it actually is.
Sensory Conduits
Divination
Level: Bard 3, Mage 4
Components: V, S, F (see below)
Casting Time: standard action
Range: Touch
Target: See below
Duration: 24 hours
Saving Throw: None
SR: No
This spell requires two or more (up to the caster’s Int-bonus) amulets –
each with a reflective lens-like surface (a precious metal, actual mirror, pearl, gemstone with a uniform texture etc.).
Anyone who wears one of these amulets may see and hear through the amulet of any person who is wearing another.
If someone was to place a worn amulet in a bag or under heavy clothing, sight through their amulet becomes impossible and the sounds are transferred muffled.
Sensory Conduits of the Master Spy
Divination
Level: Bard 6, Mage 7
Duration: One lunar cycle
This spell is an improved version of
Sensory Conduits.
One of the amulets serves as the master amulet. It can access all the other amulets and none of them can access it.
Furthermore, the amulets transfer smell as well.
Spell Bind
Abjuration
Level: Mage 5, Priest 5
Casting Time: standard action
Components: V, S
Range: Touch
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: yes
This spell disconnects the target from any and all external sources for spellcasting (arcane, divine, primal, extraplanar, etc.)
It does not prevent the use of magic items, SLAs or supernatural abilities.
The effect is removable via
Break Enchantment, Limited Wish, Wish and
Miracle spells.
Starflame
Evocation [Light]
Level: Priest 7, Mage 7, Druid 7
Components: V, S, M
Casting Time: standard action
Range: Touch
Target: Object touched
Duration: 24 hours
Saving Throw: None
SR: No
An object you touch flares up with a bright white flame. Starflame produces no heat and casts light like a Daylight spell.
The light produced by Starflame illuminates the true nature of things, functioning like a True Seeing spell. Further, the light reveals objects and creatures on the Ethereal Plane.
Starflame can be covered and hidden, but not smothered or quenched.
Arcane Material Component: Powdered starfire gem worth 1,500gp.
Thaumaturgy
Transmutation
Level: Priest 1
Taken from 5e
Tiny Servant
Transmutation
Level: Mage 3
Taken from 5e
Tool of the Worthy
Divination
Level: Druid 4, Mage 4, Priest 4
Range: Touch
Components: S (touch)
Casting Time: 1 minute per [enhancement<-->worthiness<-->function] association (see below)
Duration: 24 hours (see below)
Target: item touched (see below)
Saving Throw: Will negates
SR: Yes
Some remote cultures possess powerful relics that may only be wielded by those they deem worthy.
This spell is designed for modifying the behavior of magical items (with an alternative application detailed below).
It has a double purpose:
1. A possessor of the item is instantly made aware of each magical enhancement that it is worthy (in the eyes of the caster/crafter) of using/activating, as well as the proper means of using them.
2. A possessor's worthiness dictates how each enhancement behaves and what sets it off (within its activation limits):
- Enhancement doesn't function.
- Enhancement functions partially to match worthiness (Example:
Greater Magic Weapon operating at partial strength... e.g. +3 for an 11th level Warrior of the appropriate race).
- Enhancement automatically goes off (usually to hurt the possessor) in the most/least convenient way.
Worthiness is assessed according to one or more of the following criteria:
- Type Category (e.g. aberration)
- Race (e.g. Naga)
- HD (Weak:1-4; Decent: 5-8; Exceptional: 9-12; Legendary: 13-16; Primal: 17-20; Epic: 21-30; Cosmic: 31+)
- Ability Scores (Inferior: 1-5; Low: 6-9; Average: 10-11; High: 12-15; Superior: 16-19; Supreme: 20-25; Godly: 26+)
- Alignment
- Highest SLs or spell-effects accessible via spells (arcane/divine/nature) / invocations / omens /... or (Ex) / (Su) / (Sp) abilities, and the type of each (e.g. arcane:6th, Invocations:4th etc).
- Family bloodline (requires live specimen / tissue sample).
Each magical enhancement may have its own set of rules (even to the point of rendering the item practically unusable, or hurtful to all users). The caster may set a number of
[enhancement<-->worthiness<-->function] associations of up to
[CL/2 + primary ability-bonus] when casting this spell (e.g. up to 8 constraints for a 9th level druid with Wis 18).
A magical item already affected by
Tool of the Worthy (either via spell or enhancement) doesn't accept a new set of worthiness criteria/behavior.
The spell may also be cast as a standard action touch attack vs. a target creature, for the sole purpose of detecting its worthiness criteria (duration: instantaneous).
Special: The cost of enhancing a magic item with
Tool of the Worthy is 1000 gp per
[enhancement<-->worthiness<-->function] association.
X-Ray Vision
Divination
Level: Mage 5, Radiant Soul 5
Components: V, S,M
Casting Time: One standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You can see into and through solid matter.
At a range of 20', you can see as if you were looking at something in normal light—even if there is none.
X-ray vision can penetrate matter based on the type of material and your caster level; see the table below.
It’s possible to scan an area of up to 100 square feet (e.g. a stone wall 10' wide and 10' high) per round.
You're 90% likely to locate secret compartments, drawers, recesses, and doors when scanning with X-ray vision.
Note to DMs: This spell replaces true seeing as the prereq for the ring of X-ray vision.
Material Component: A small piece of glass.
Code:
Thickness* Maximum
Substance Scanned Per Round Thickness
==================================================
Organic matter (animal) 2' / 5-levels 2' / level
Organic matter (vegetable) 1' / 5-levels 2' / level
Stone 6" / 5-levels 1' / level
Iron, steel, and so on 1/2" / 5-levels 1" / level
Lead, gold, platinum Cannot penetrate N/A
* Thickness penetrated per round of X-raying