This spell enables a wizard to cover a surface of the designated area with a thick coating of slippery ice. Any creature entering the area or caught in it must make a Reflex save or slip, skid, and fall. Those who save successfully can move at 1/2 speed out of the affected space. However, they must make a new save each round until they exit.
The spell can also be cast on an object, such as a rope or weapon handle. If they object is in use, it receives a Reflex xave to avoid. If the initial save fails, the item is immediately dropped. A save must be made each round someone attempts to pick up or use the item.
If temperature is below freezing, the ice lasts until melted. In such situations, the ice can be used to mask things, as it blends in with surrounding snow and ice. The material component is a pinch of powdered glass and several drops of water.
Creates a swirling storm of transparent, nearly invisible motes of energy that spin in a cloud around the caster. Though hard to see, a Spot check (Dc 20) allows another person to note the distortion caused as they swirl. Though these motes do no good against physical, melee, or touch attacks, the specks intercept spells and effects that involve some sort of manifest energy (lightning, fire, magic missile, and the like), effectively soaking damage from them. As they do this, the motes themselves are destroyed, vanishing with little bursts of light. Thus, the spell can only prevent a certain amount of damage. Enough motes are created to absorb 4 hit points of damage/caster level.
While the spell is active, the caster can move no further than 30 feet/round--normal walking speed. Moving faster than that makes the caster outdistance the motes, which take 1 round/15 feet to catch up.
Using this spell, a wizard can see the landscape around him as if he were directly above it. The spell creates an invisible sensor that floats above his head, which can be made to move up and down to a maximum distance of 400 ft+ 40 ft/level., as long as it stays directly above the caster's head. It will move with the caster, who can focus his sight through it and see as if looking around from the sensor's position. It cannot pass through any substance denser than liquid, and it may be dispelled with Dispel Magic. If the area is magically dark, nothing can be seen. If it is naturally dark, sight only extends in a 10 foot radius around the sensor. Otherwise, vision extends to the caster's normal range, considering prevailing conditions. The material component is a bird's eye.
Heighten Senses sharpens one of the character's senses so that range of sight is doubled, hearing becomes twice as sensitive, etc. Effects are as follows:
Range of sight (including low-light and darkvision) is doubled. Additionally, nearby details are easier to detect, so that flaws in a gem, tripwires, or the color of an insect is more noticeable, for example. Attempts to detect things involving sight are at +4.
Hearing is enhanced so that the chance to hear noise is also +4. Additionally, the character may be able to hear things normally too faint to hear, and the character gets a similar bonus against being surprised, while creatures attempting to move silently against the character receive a -4 penalty.
Scent is sharpened so that the character may attempt to Track as per the Scent feat (if the character lacks the Track ability, roll as if tracking -2). Also, use Spot to detect hiding or invisible creatures.
Touch is made far more sensitive. The character recieves a +4 to all rolls involving delicate Dexterity-based movements, such as Pick Pockets, Open Locks, or gem-cutting. Also, the character may get the Tremorsense ability.
Finally, taste becomes more delicate. Poisons and chemicals may be detected in foods, as well as pure water. The character can 'taste' some things in the air, like a snake.
However, when a character uses this spell, they pay a penalty. Spell saves involving the sense in question (Color Spray, Stinking Cloud, etc.) are automatically failed. Also, for enhanced sight, the character suffers a -2 penalty to attack rolls in bright light. When hearing is enhanced, sudden loud sounds, like screaming, can disorient them if a Fortitude save is failed. In that case, their action for the next round is lost. Obviously, this spell is not meant for combat situations.
Dark Restoration allows the caster to take negative energy attacks against him and convert them into hit points or spell energy (if a spell point system is used). The spell works against a number of negative energy attacks equal to the caster's level, and then ends. Each attack may be converted into either hit points or mana (caster's choice) but not both. It cannot raise hit point or mana totals above the caster's normal total.
The caster must save against the negative energy attack as normal. If the save is successful, the caster can
elect to convert the energy. For attacks that drain something besides hit points, the conversion is as follows:
1 negative level=8 hit points/mana
1 negative ability point=4 hit points/mana
Each level, hit point, or ability point that would have been drained restores the equivalent amount. Roll the attack as if it would have succeeded. The material component of the spell is a bit of any energy-draining undead.
Similar to the Shade Sight spell in Relics and Rituals, this spell has a greater range, allowing the caster to peer through shadows in a greater area. The subject can look into any shadow and see out of another within Long range as if he were standing in it, looking in any direction he desires. Thus, this spell allows the subject to look into a shadow against a wall and see what is going on on the other side of the wall.
While under the effects of the spell, the subject can shift back and forth between normal vision and Shade Scry as a free action. The material component is fragrant black oil rubbed on the eyelids.
Casting this spell nets the caster a quasi-real blade made of shadow-stuff. This sword remains in existence so long as it is in the caster's possession, up to the expiration of the spell. If the caster gives the sword away or drops it, it will continue to exist for 2 rounds, after which it dissipates.
This sword acts as a ghost touch weapon, and can be sued against creatures requiring magical weapson to hit, although it enjoys no actual bonus. At 5the leve, the sword acts as a +1 weapon. At 8th, it acts as a +2 weapon. At 12th level, it behaves as a +3 weapon against magical creatures. The sword does 2d4 damage when it hits. Half this damage is physical, and the other half is energy-leeching, due to the quasi-necromantic nature of the plane of Shadow. Thus, undead take only half damage from the sword. At level 12, the caster can opt to make the sword vampiric, so that the energy drained from opponents flows into the wielder.
Control normal shadows in a 20 foot radius, making them move, change shape and size, even appear and disappear. Alternatively, attempt to wrest control of creatures or energy from the Plane of Shadow (including Shadow Undead) from another, or take control of uncontrolled creatures or energy. In this case, the being in control (whether that is the creature or another being who commands it) makes a Will save to resist the caster's attempt to usurp control.
Spell Resistance applies only if it is possessed by the creature the caster is attempting to control. A Shade being controlled by a Lich, for example, would roll the Lich's Will save, but not the Lich's SR. However, a Shadow Dragon targeted by this spell would roll its own Will save and SR. Similarly, if the caster attempts to take over an ongoing shadow magic illusion cast by a Drow, the Drow would roll a Will save, but not Spell Resistance.
At the DM's discretion, failed use of this spell on a creature controlled by another (as in, hypnotised, Charmed, Dominated, mentally commanded) may allow the controlled being to make a new save to shrug off the original domination as well.