Using this spell, the caster is always aware of the passage of time. He always knows what time it is, in whatever measurements he is familiar with, and how much time passes between any two points.
This spell creates a map of any given area. It can be anything from a planet to a house. It shows details of any part the caster is familiar with, having traveled through it. If another person is familiar with the place, he or she must hold hands with the caster while the spell is being cast for that area to show up on the map. Anyplace not known will show up as a gray area. Therefore, it can only show how to get back to a place already known. It cannot show how to get to a new location.
The spell is cast once, and then the map can be called up at will. It changes as the caster's knowledge increases, or that of anyone linked to the spell. New people cannot be linked after the spell is cast.
The map itself is up to 10 square feet in area and is two-dimensional. The caster specifies the size and scale at the casting. It is an illusion. It can be copied from, if a person wants a paper map or some such. This is probably a good idea in most cases, since the illusionary map lasts only for a day and is very noticeable.
Upon casting this spell, one weapon in the hands of the caster is limned with fire. This flame does not hurt the person weilding the weapon, and the caster can hand it off to another after casting the spell. The flame will also not hurt the weapon, but will harm others who come into contact with it, as well as set combustibles on fire if they fail a saving throw. The flame does an extra 3 points of burn damage per hit, or it can be used to set fires, cauterize wounds, lay brands, etc. This spell will simply not work if cast on a magical weapon, even one with a temporary dweomer. The material component is a bit of charcoal.
A spell coveted by spell-casting thieves, Trap Guard protects a person from the unfortunate effects of fumbled trap disarmament. The wizard casts the spell on the object (or creature) to be disarmed. It creates a field of energy around the target which intercepts missiles, acid, poison, etc. It does not work on enginieering traps such as pitfalls, deadfalls, swinging blades, missiles that fire out of a different wall, and so on. It blocks up to 3 points of damage per caster level from spell traps, but does not proect against non-damaging effects such as Blindness, Forget, Death, and so on. It will protect against multiple traps, but if the total damage absorption from spell traps is exceeded, the spell ends immediately and any further effects happen normally. The material component is a 2-inch pane of glass.
This spell allows the caster to track a Wizard Mark placed on an object. If it is within 1 mile per level of the caster, it can be pinpointed. Past that distance, only the direction can be divined. The component is a bit of the mixture used to make the Mark that is being tracked. If the Mark has been Erased, or has worn off, then it can no longer be tracked.
This spell causes a beam of light to project from the caster's open hand (either one). This beam is very similar to a flashlight, a narrow cone of light a bit brighter than a torch with about a 5 patch of light at the terminating end. The range is approximate with the clarity of the air, usually between 50 and 75 yards. It sheds faint light to the surrounding area in about a 5' radius. This light can be hidden by the simple means of the caster closing her hand, by a glove, or other covering. The spell is only effective on the caster's bare hand.
Preservation enables the caster to keep an item fresh and whole until some later time. The spell is ineffective in preserving the magical potency of living materials such as mistletoe, holly berries, or other items that involve special conditions. It is likewise ineffective at preserving the dead for a Resurrection spell. The material components are a bit of dust, resin, and brandy.
Upon casting this spell, one weapon held in the caster's hand becomes coated with silver, for use in fighting werebeasts, undead, etc. After casting the spell, the caster may hand the weapon off to another. A weapon silver-coated in this fashion can be wielded against creatures normally requiring silver to be hurt, since the dweomer of the spell aids in the effectiveness. The material component is half as much silver as would be needed to give the weapon a thin coating. Silver pieces can be used for this.
This spell allows the next attack made with the weapon to automatically hit. It does not allow for the possibility of a fumble or a critical hit, and damage must still be rolled as normal.
Just as the priest spell.
The person touched gains the ability to move silently without error for the duration of the spell. The recipient's equipment makes no noise due to normal movement, and their footsteps make no sound. The target can still speak, and movement beyond that of simply trying to move quietly (such as drawing a sword, colliding with a tree, or tripping) will still make normal noise. The material component is a silver pin, dropped during casting.
One creature may be targeted by this spell, and if they fail the saving throw they become unable to make any vocalization for the duration. Among other uses, the spell prevents the casting of spells with verbal components. The material component is a rag or square of cloth.
A number of projectiles or thrown weapons become clouds of needle-like shards flying toward their targets. The spell can be cast on the weapons just before they are launched, or during flight. Rather than a normal attack roll, a ranged touch attack roll is made, since these shards get into the cracks and crannies of most armor. The initial damage is 1/2 the damage that the attack would normally do (roll it and divide in half). However, a full round must then be taken by the target to shake out the splinters, or else the shards will do the same damage each round thereafter, until either the target takes the time to get rid of them, or 5 rounds have passed (by then, the splinters will settle). At the DM's discretion, this may give the target penalties during combat or spellcasting due to the pain. Treat items that this spell has been cast on as +1 weapons for the purpose of what can be hit by them, although no bonus is added to the rolls. The material component is the weapons the spell is cast on, which are destroyed by the spell.
The caster's cloak becomes animated and can help its wearer climb walls. The cloak billows out to form huge 'hands' which propel it along walls, up, down, or sideways at the wearer's desire at a rate of up to 30 feet per round. This way, the wearer need not do the work herself, simply willing the cloak to move about while she does other things, such as check for traps on windows. The wearer can even cast spells, but cannot will the cloak to move while she does so. The material component is a fly, and of course the cloak or coat to be enchanted. At the end of the spell, the garment returns to normal and suffers no effects. A magical cloak or coat cannot be enchanted.
As Invisibility, but it can only be cast on an inanimate, non-magical object. The caster can dispel it at any time. Material component is an eyelash encased in gum arabic and a clear gemstone.