Spells for the Crazy Thief-Mage

Some DMs might find these spells a bit over-the-top or simply insanely dangerous to try. If so, feel free to institute whatever side effects you like. The mage who created them wasn't exactly stable herself.

Ethereal Fingers

(Transmutation)
Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target/Area: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Ethereal Fingers is a spell that enables the caster to reach into the Etheral plane, though it is not effective enough for the caster to step all the way through. It does not confer any ability to see into the Ethereal plane, either. If the caster wants to see anything on the other side, she'll have to arrange something. Spells, however, can be cast through, if the caster reaches through into the Ethereal plane to do so.

This spell doesn't create a portal, so much as it allows the caster to briefly weaken the boundary between the Material and Ethereal planes. It affects the caster directly, so she can push against the barrier, so to speak, and fit an arm, leg, or (if she wants to risk it) possibly her head through. The caster cannot fit more than about 1 ft X 1 ft through. She can reach through and grasp creatures and objects, but can't bring them through if they are larger than that, or if they are too heavy for her to lift. This spell also does not work anywhere the Ethereal plane is occupied by solid matter, though it does sometimes enable the caster to effectively reach through walls, if they exist only on the Material plane. The material component is bits from an ethereal being.

Ward Invisibility

(Illusion-Glamer)
Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Close
Target/Area: 1 magical effect
Duration: 1 day/level
Saving Throw: Will to
Spell Resistance: No

Inspired by the Magical Aura spells and the mind of a crazy thief, Ward Invisibility cloaks the existence of magical warding effects such as Alarm, Explosive Runes, Sepia Snake Sigil and so on. Basically, any magical effect cast on an area or object, and designed to prevent, discourage, warn of, or harm interlopers. Most such traps recieve a Search roll from a Rogue. This spell makes that all but impossible (a Rogue may make a Search attempt at an elevated DC, at the DM's discretion). Additionally, the spell cloaks the magical aura of such a ward unless Identify is cast and a Will save is made. The material component for this spell is a silken cloth that has been soaked in ambergris.

Warp Ward

(Transmutation)
Level: 4
Components: V, S, M
Casting Time: 1 round
Range: 10 feet
Target/Area: 1 magical effect
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

This spell allows the caster to temporarily alter the area of effect of a ward. A ward is any magical effect designed to warn of, prevent, or discourage entry or contact, or to cause harm if entry or contact is attempted.

To cast this spell successfully, the caster must make a Will save against the effect being altered. The DC for this is standard for a spell. The original caster's ability scores and other bonuses apply. If this is made, the caster can alter a 2-foot cube of the ward's area for each point she exceeded the Will save DC. A '1' on the save immediately triggers any effects of the ward--almost certainly on the caster (who does not get a save, even if normally allowed one).

Altering the ward's shape can allow people to reach into or pass through the area without triggering it. It can also temporarily expand the area of a ward. Keep in mind that in some cases, even a successful Will save may not mean success. For example, if a 2 ft x 3 ft drawed is warded with Explosive Runes, the caster must exceed the DC by at least 3. Otherwise, part of the drawer will still be warded, and the Explosive Runes will be set off if it is opened.

The material component for this siell is a piece of a creature with spell resistance. Additionally, the caster must know at least one metamagic feat to be able to cast this spell.

Phase Hand

(Conjuration-Creation)
Level: 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target/Area: Ethereal 1 ft x 1 ft opening, 6 inches/level deep
Duration: One usage/2 levels
Saving Throw: None
Spell Resistance: See text

A spell created by a truly off-kilter theif-mage, Phase Hand creates an ethereal passage through non-living, non-magical material except for metal. It is invisible and inaccessible to all creatures except the caster, and only the caster can use the passage. The passage does not allow sound, light, or spell effects through it, nor can the caster see through it without using it. True Seeing and similar magic shows the existence of the passage, but does not allow its use.

Phase Hand can be made permanent using a Permanancy spell. Other beings can use the passage if the caster sets triggering conditions, which can be as simple or elaborate as desired.

This spell basically allows the caster to reach through things as if they weren't there--unlocking a door from outside, or stealing an item from someone else's pack without opening it, for example. If cast on a creature's carried possessions (such as a Drow's backpack), Spell Resistance may apply (DM's discretion).

Phase Hand can be dispelled. If it is dispelled while the caster is using it, the caster makes a Reflex save (DC equals the dispeller's magic DC). If this fails, the caster takes 2d8 damage as their arm (or other appendage) is forcibly ejected from the passage.

The material component for this spell is the leg segment of a Phase Spider, or an Ethereal Filcher's finger.