
Alert
Range: Touch
Duration: 2 turns per level of the caster
Effect: Keeps the target awake
This spell protects the recipient
from drowsiness, making him effectively immune to magical sleep, and giving
a +1 to all saves versus petrification, charm, and paralysis for the duration.
Cleanse*
Range: Touch
Duration: Instant
Effect: 1 individual
The recipient of this spell is
cleaned, buffed, brushed, washed polished and blown dry to within an inch
of his life. The process isn't comfortable, but it is brief, and at the
end the recipient is clean enough to be presented anywhere. The reverse
of this spell, Soil, throws random globs of grease, dirt, mud and the
like at the target whilst simultaneously tangling hair etc. The recipient
of either version may, if so desired, make a save versus spells to avoid
all effects.
Fumble
Range: 180'
Duration: Instant
Effect: Makes one target drop what they're holding.
The target of this spell may make
a save versus spells; if he fails he will drop whatever he is holding.
Obscure
Scent
Range: 5'
Duration: 1 turn per level of the caster + 1d6 turns
Effect: one 5' square area
Upon completion of this spell, a 5' by 5' area adjacent to the caster is sprayed with the pleasant aroma of some kind of perfume (casters choice). Any creature in this area must make a save versus spells or lose their sense of smell for the duration of the spell. This handy spell can be used for confusing monsters, hiding from creatures that navigate by means of smell, and of course making the party dwarf a lot easier to bear.
Shocking
Arc
Range: 5'
Duration: Instant
Effect: One bolt of electricity.
This spell creates a single bolt
of glowing blue electricity to ark from the caster to one target within
5'. This causes 1d4 damage per level of the caster, the target saving
versus spells to take half damage.
Tattoo
Range: Touch
Duration: 1 day, or 1 day per level of the caster
Effect: 1 Individual
This cosmetic spell will create
one tattoo on one individual; for it to be a 'good' one it's handy if
the caster has some artistic ability. Upon casting the magic user must
specify whether the spell is to last for one day, or for one day per caster
level. An unwilling recipient may make a save versus spells to avoid the
effect.
Torch
Range: Caster Only
Duration: 8 rounds + 2 rounds per level of the caster
Effect: One stick or staff
Torch ignites the end of one stick
or non-magical staff held by the caster creating a simple torch. The flame
is ordinary fire, but will not damage the object it is cast on. This adds
1d4 to the damage normally inflicted.
Tragic
Missile
Range: 180'
Duration: Instant (see below)
Effect: 1 arrow of pure misery
This unusual spell creates a dull
brown missile of depression. The missile can hit any target in range.
The target must save versus spells or suffer a -1 to morale, saving throws,
hit and damage rolls for 1d6 rounds. Two extra missiles are created per
five levels of experience of the caster. These missiles can be aimed at
the same target or multiple targets. Any subject struck by multiple missiles
must make a saving throw for each one, or have the duration extended by
each additional missile (though the penalty does not increase).
Trusty
Steed
Range: Touch
Duration: 1 Turn/level
Effect: Makes one mount
Upon casting this spell, a mount appears; this can be a horse, mule, donkey or camel, depending on the caster’s choice. The mount has tack and saddle, and will faithfully allow the caster (and only the caster) to ride for the duration of the spell.
Battle Cry
Range: 20'
Duration: 1 round per level of the caster, or until used
Effect: 1 weapon
The magic user casting this spell must specify
one weapon within range; the weapon must be wielded, and the wielder must
be willing. The weapon will glow with an intense magical energy, meaning
that if the next attack made with the weapon hits, 1 point of damage per
level of the caster (up to a maximum of 20) is added to the damage inflicted.
Whether or not the next attack hits, the magical energy is expended in
the attack.
Dark Bolt
Range: 5' per level of the caster
Duration: Instant
Effect: One target
This spell fires a dark, shadowy bolt of force
at a single target. This inflicts 1d6 damage +1 per level of the caster,
and in the next round inflicts a -1 penalty to hit, damage, saving throws
and morale. If the target makes a save versus spells this effect is negated,
and only a single point of damage is taken.
Ice Flame
Range: 0
Duration: 1 round per level of the caster
Effect: 10' per radius per level of the caster, up to
a maximum of 120'
This unusual spell causes all normal and magical
fire in the area to burn with equal intensity but be icy cold; in effect
it converts all fire damage within its area of effect into cold damage.
Quickstep*
Range: 240'
Duration: 3 rounds
Effect: Up to 24 creatures
This spell functions in all ways but one exactly
like Haste, witht the importatn difference being that it lasts for only
3 rounds. The reverse of this spell, Slow March is similarly like Slow.
This spell cannot be used in conjunction with Haste.
Scrubbing Servant
Range: 20'
Duration: Special
Effect: Up to 60 square feet per level
A small air elemental is summoned by this spell.
Said elemental will tidy, clean and polish until things look fairly tidy,
typically taking 2d10 minutes to complete its task.
Sculpt Water
Range: 10'
Duration: 6 turns
Effect: up to 10 pints per casters level
Upon casting this spell a magic user becomes
able to sculpt water; the surface tension of the water is increased to
the point where it will support shapes that up to twice the height of
their width. This spell is especially effective and striking when used
in conjunction with Permanence.
Spur Fight
Range: 90'
Duration: 1 round per level of the caster
Effect: 1 individual
Any unsuspecting recipient of this spell will,
upon failing a saving throw versus spells, become convinced that the nearest
person to him who is unknown is trying to start a fight by means of giving
gross insults. A reaction roll must be made at a -1 penalty.
Stage Presence
Range: Caster Only
Duration: 1 round per level of the caster
Effect: Caster only
This spell creates a charismatic, noticeable
aura around the caster. This will make heads turn, cause people stop and
listen or pay attention, etc. Effectively this gives a +2 to reaction
rolls, and is an invaluable way of grabbing attention in a crowd.
Temporary Wall
Range: 0 (casters reach)
Duration: 2 rounds
Effect: 20'x20'x4''
Upon completion of this spell a force field
(per the spell of that name) will appear next to the caster. The dimensions
are as specified above, but will be constrained by the presence of walls,
doors, etc.
Thump
Range: 120'
Duration: 3 rounds
Effect: One foe
This spell creates a hammer of compressed air
which will pound one target for three rounds. It attacks once per round,
as a fighter equal to the caster’s level. Each time the force of
air strikes it causes 1d6 damage and requires the target to save versus
death ray or be knocked out.
Zap
Range: 240'
Duration: Instant
Effect: One Target
A single, narrow bolt of lightning is created by this spell, a bolt that will hit any one target within range inflicting 1d6 points of electrical damage per two levels of the caster (rounded up, save versus spells to take half damage).

Acid
Wave
Range: 180'
Duration: Instant (1 round per 3 caster levels)
Effect: 1 acid sphere
Upon casting this spell, a sphere
of acid is fired at a stated foe. The bolt will do 2d4 damage to the foe
in the first round, and each round thereafter will continue to do 2d4
damage. Each round after the first, the foe may make a save versus spells,
the first effective save neutralizing the acid.
Assassin's
Arrow
Range: 240'
Duration: Instant (and see below)
Effect: Creates one magical, poisoned missile
Upon completion of this spell,
a magical dart flies from the casters hand to a stated target within range.
The victim will take 1d3 damage per casters level, save versus spells
for half damage. In the next round, the victim will take half of this
damage again, and in the third round a further quarter (saving for half
each time). In the first round the victim (if of lower level or having
less HD than the caster) must also make a save versus poison or be paralyzed
for 2d6 turns. A neutralize poison spell will prevent any further
damage, and remove the paralysis effect.
Batsight
Range: Touch
Duration: 1 Day
Effect: One recipient
Upon casting, a willing recipient
will become able to emit and perceive ultrasound for one day. Effectively
this gives the recipient the same capacity to use ultrasound as a bat,
with a range of 120'. Areas of magical silence are impenetrable to this
spell.
Cardiac
Arrest
Range: 120'
Duration: Instant
Effect: 1 Creature
The unfortunate recipient of
this spell must make a saving throw versus spells or immediately have
their heart stop. Death will occur in 2d4 rounds, unless healing is applied
(dispel magic, cure serious wounds or more potent healing magic will save
the victim; cure light wounds will not be effective). A successful saving
throw versus spells will allow the victim to escape with a little light
heartburn; for each HD or level of the victim above 1 a +1 bonus to the
saving throw applies. No victim of above 6HD can be affected.
Come
Not Hither
Range: 60'
Duration: 6 Turns
Effect: 10'x10'x1'
This spell creates a vaguely
purple area of air which crackles audibly. Any creature passing through
said barrier will suffer immense pain, take 1d10 points of damage, and
suffer a -2 to hit, damage and skill checks for 1 turn (no saving throw).
Coo...
Range: Infinite
Duration: Special
Effect: 1 pigeon
This intriguing enchantment will allow the
caster to call into existence one pigeon. The pigeon requires no sustenance,
and will happily carry a message to any named location on the same plane
of existence as the caster. While it does not need food, water or rest,
it can be killed by extreme environments such as outer space, polar regions,
volcanoes, etc. It can travel at 40 miles per day, and will choose the
shortest root to the location it is sent to.
Diana's
Defense
Range: 0
Effect: Caster Only
Duration: 4 turns
Effectively a more powerful version
of Shield, this spell bestows an armor class of 2 versus hand held attacks,
and 4 versus all others. Immunity to Magic Missile spells is also granted.
Frostbite
Range: 120'
Duration: Instant + Special
Effect: 1" bolt freezing ice
This spell creates a 1" bolt intense cold
that instantly flies from the casters hand to a chosen target. Only one
individual target or creature can be struck, and the caster must have
a clear line of site to any foe. Damage inflicted is 1d6 per level of
experience of the caster (cold damage), to a maximum of 20d6, but the
victim may save versus spells for half damage.
Obsidian Shard
Range: 180'
Duration: Instant
Effect: 1 Shard of crystal
This spell creates a small shard of sharp,
black crystal that flies from the casters hand to a chosen target. Only
one individual target or creature can be struck, and the caster must have
a clear line of site to any foe. Damage inflicted is 1d6 per level of
experience of the caster (puncturing damage), to a maximum of 20d6, but
the victim may save versus spells for half damage.
Peril's Pause
Range: Caster
Duration: 1 Round per level of the caster
Effect: Caster Only
Upon casting this spell, the caster brings into effect an invisible barrier one inch from his body. This barrier will block the first 2d6+1 per caster level points of magical damage directed towards the caster. For example, a 9th level magic user casts this spell and rolls 7 on 2d6, giving him a barrier of 16 (7+9) points. He is then hit by a magic missile for 6 points of damage, reducing the shield to 10. He is then hit by a fighter wielding a two handed sword +3, for 11 points of damage, but takes only 8 due to the 3 points of magical damage absorbed by the shield.
This spell does not provide a complete barrier
against non-damage inflicting combat spells, but it does provide a +2
bonus to saving throws against such spells. If the save against such magics
succeeds, then the shield will lose twice as many points as spell levels
absorbed. In the case of spell like effects, the DM must adjudicate an
effective spell level.
Quench
Range: 120'
Duration: 4 rounds
Effect: 40 radius
This handy utility spell will instantly douse
all non-magical fires in its area of effect (anything less than a bonfire),
and for the duration of the spell will prevent such fires from re-starting.
Repetition
Range: 60'
Duration: Special
Effect: One Foe
This spell can be cast at one opponent, who must make a saving throw vs. spells. If the saving throw is failed, that foe is compelled to do exactly the same thing next round to what he did in the round that the spell was cast. If the victim cast a spell or used a magic item that round, he is compelled to do the same again, even if that means going through the motions to cast a spell that is no longer memorized or use an item that has ran out of charges, to no effect. If a character drew a weapon, he must go through the actions of doing so again, if he attacked a foe he must attack the same foe again, etc.
The victim must make a new saving throw each
round, and the spell will last until a save is made.
Wall of Thorns
Range: 180'
Duration: 1 turn per level of the caster
Effect: 50'x5'x10'
A simple barrier spell which creates a dense
thicket of thorny bushes, up to 50'long, 5' wide and 10' high. Any creature
trying to cross the wall or (foolishly) tryign to stand on it must make
a save vs. paralysis or be stuck for one round, and all creatures crossing
the wall take 2d6 damage. The wall is flammable, but if ignited will be
completely consumed by flames in 6 rounds.
Water Sphere
Range: 10'
Duration: 6 turns
Effect: 1 water sphere
This spell creates a floating sphere of water,
up to 6 inches in diameter per level of the caster. The caster can move
the sphere by concentration, at walking pace.
If sufficient water was present when the spell is cast, then the caster
can choose to use the water already present. At the end of the spells
duration, said water falls to ground wherever the sphere is. If no water
is available, of if the caster chooses, water is created by the spell.
Said water disappears at the end of the spells duration, and is therefore
unsuitable for drinking.
Fish and aquatic plants can be accommodated
by the sphere, and the spell can be bade permanent.
Wind Blast
Range: 180' + 20' throw
Duration: Instant
Effect: 1 blast of air
The caster of this spell creates a ball of hard, compressed air which travels at speed to one target. If said target is ogre sized or smaller, it must make a save versus spells or be flung backwards 20'. If said victim hits a hard, vertical surface then it will take 1d6 damage per caster level (up to 20d6) saving versus spells for half. If not, half of this damage is taken (save for 1/4).
This handy combat spell is also invaluable for opening doors, knocking over bookshelves, etc.

Air
Jet
Range: 50'
Duration: 2-4 rounds
Effect: One constant stream of air
By creating a tiny wormhole to the elemental plane of air, the caster of this spell controls a powerful and dangerous stream of fast flowing air. This forms a cone, 50' long and 20' wide at its terminus. Any airborne creatures will be blown away from the caster, and all within the cone will take 4d6 damage per round (save for half).
The direction of the cone can be changed by
the caster once per round, by concentration.
Bang
Range: 240'
Duration: Instantaneous
Effect: 40 sphere of sound
Upon completion of this spell, a ball that in all respects resembles a fireball flies from the casters hand to a target within range. However, it does not release any heat or light when it explodes, instead it produces an ear-shattering bang. The noise can be heard for a great distance (DM's judgment, but this may attract or scare off wandering monsters), and all within the 40' sphere area of effect must make a saving throw versus spells or be deafened for 1d4 hours.
All windows, bottles, pottery, etc. (including
potion bottles) within the area of effect are automatically destroyed.
Dread
Ground
Range: 30'
Duration: 1 turn per level of the caster
Effect: 10' square per level of the caster
This spell creates an area of pure, sheer,
dark, depressing, diabolical evil. All attempts to detect evil (by spell
effect or a paladin concentrating) will automatically fail to detect any
one source of evil in the area, as the entire zone radiates an intense
evil. Lawful or good characters will feel a little uncomfortable in the
area. This spell can be permanenced, allowing the discerning
dark wizard to make a real metaphysical architectural statement.
Gaseous Form
Range: Touch
Duration: 3 Turns
Effect: One individual
This handy, if possibly embarrassing, spell
turns one willing recipient into a cloud of gas for the duration of the
spell, but unfortunately does not turn any worn or carried possessions
into gas. The cloud is visible but hard to notice (unless someone is looking
for it, they see it only on a 5-6 on 1d6) and can be moved by will at
up to 120' per round.
Lightning Sands
Range: 120'
Duration: 1 turn per level of the caster
Effect: 2' diameter per level of he caster
When cast, the ground beneath a targeted foe
and an area of 2' diameter per caster level around him become quicksand.
All creatures in the area must make a save vs. paralysis or start sinking
at a rate of 1' per round, until only their heads protrude. At the end
of the spell duration, all victims are safely placed back on the surface
of the ground.
Mist of the Leech
Range: Special
Duration: 1 round per level of the caster
Effect: 6' diameter cloud
This spell creates a 6' diameter black cloud, which can be moved by concentration at walking speed. It will, unless the caster concentrates, envelop the nearest living organism with blood and start bleeding it, inflicting 1d6hp per round; the victim must also save vs. paralysis or be made unconscious by the spell. After inflicting 40 points of damage, the cloud is sated, and will dissipate.

Acid
Bolts
Range: 240'
Duration: Instantaneous
Effect: Up to 20 bolts of acid
An invaluable attack spell, it creates 1 bolt
of acid per level of experience of the caster. The bolts fly in a straight
line, each striking a target to which the caster has line of sight. All
of the bolts can be aimed at one target, or they can be split between
multiple foes any way the caster wishes. Each
target takes 1d6 damage per bolt, although a save versus spells is allowed
for half damage.
Flame Bolts
Range: 240'
Duration: Instant
Effect: Up to 20 fiery bolts
As for Acid Bolts, but with
fire damage instead of acid.
Swap
Range: 30'
Duration: Instant
Effect: Swaps the caster and another creature
An unusual spell which causes the caster and
target to be swapped; the caster ends up where the target was, and the
target is transported to where the caster was standing. Making it quite
useful when get out of a tight spot. If the target is unwilling, he or
she may make a saving throw to negate the spells effect.
Toss
Foe
Range: 5' per level of the caster
Duration: Instant
Effect: One opponent is hurled away
An unusual and quite versatile combat spell, effective on giant sized or smaller opponents. Said creature will be bodily hurled up to 80' from the caster, suffering 2d6 damage (plus another 5d6 if it hits a solid obstruction), and inflicting 2d6 damage to any creature hit by the flying victin (DM's judgement whether said creatures stop the target; a kobold will be stopped by hitting an ogre, but an ogre should be hurled straight through a cloud of kobolds).
If the target makes a save versus spells, it will completely avoid the spell. A hurled foe must roll equal to or under their dexterity score -5 on 1d20 to land on their feet, otherwise they will fall and be considered prone until they can stand up.

Bailrigg's Butchery
Range: 30'
Duration: Instant
Effect: 1 creature/corpse
Bailrigg, beastmaster of the Great Zoo of thothia, created this spell to allow him to rapidly portion up monsters that had died, to separate out useful components in the heat of the desert before decomposition set in.
Upon casting, any chosen dead body within range
will instantly become dissected, ordered, and labelled; each bone, muscle,
organ, gland etc. will be neatly separated out and identified. While an
invaluable spell for removing useful components for magical research,
it is also an unpleasant attack spell. Any living creature not totally
immune to cutting damage will take 1d6 points of damage per level of the
caster, with a save versus spells allowed to reduce damage to half.
Contain
Range: Touch
Duration: 1 day
Effect: 1 Container
An unusual spell that turns any container
into a magical, extradimensional space, rather like a bag of holding,
for the duration of the spell. The capacity of the container is equal
to the casters level x 500cn. Any items in the container when the duration
ends (or the spell is dispelled) will spill out, possibly at high speed.
Ethereality
Range: Touch
Duration: Up to 24 hours
Effect: 1 recipient
The recipient of this spell can choose to
enter the ethereal plane once, any time until 24 hours after the spell
is cast, and must return during the same period. The spell also provides
movement on the plane at walking speed.
Familiar Spirit
Range: 240'
Duration: 2 turns per caster level
Effect: 1 illusionary familiar
This illusion spell creates a single illusionary
familiar (halfling sized or smaller), the appearance of which is determined
by the caster (although no specific creature can be imitated).It is a
believable illusion, with a rdimentary intelligence of its own. It can
obey simple commands, it can scout areas for the caster, and carry messages.
Hydrax
Range: 0
Duration: Special
Effect: Summons 1 hydrax
This spell draws one hydrax to the prime plane,
the hydrax being compelled to complete a single task for the caster to
the best of its ability. A water version of invisible stalker.
Mort Rouge
Range: touch
Duration: Special
Effect: Special
The victim of this spell must make a save versus spells or sart bleeding, slowly, through minor cuts and pores in the skin. 1d4hp are lost per day, until a cure disease, cureall or heal spell is cast. No healing due to rest can be gained while suffering from the disease.
Anyone touching the victim must in turn make
a save versus spells or start suffering a similar effect.
Resist Turning
Range: 10'
Duration: 1 day/level of caster
Effect: 1 undead
Any undead upon whom this spell is cast will receive a saving throw (death ray) versus any attempt by a cleric to turn or destroy them.
Wormhole
Range: Touch
Duration: Instant
Effect: up to 2 targets plus caster
A handy transportation spell, effectively the same as dimension door but also affecting up to two willing recipients along with the caster.

Arctic
Blast
Range: Special
Duration: Instant
Effect: Cone 100' long, 60' wide at end.
This spell creates a cone of cold air, 100' long and 60' long at the far end. All creatures caught in the area take 1d6 damage per caster level (save for half). In addition, a second save is needed to avoid being blown away by the wind.
Target
size Distance Blown
Tiny (to 1') 1d10x10'
Small (to 4') 1d8x10'
Medium (to 8') 1d6x10'
Large (up to 20') 1d4x10'
Huge (20' plus) None
Damage taken from being thrown is 2d6, plus
5d6 if the victim hits a solid object, or 2d6 if it hits another creature
(that creature also suffering 2d6 damage). A
successful dexterity check (rolling equal or less than dex on 1d20) allows
a victim to land on his feet.
Astral
Leap
Range: Touch
Duration: 24 hours
Effect: Transport to the Astral plane
The recipient of this spell may, once in a
24 hour period, travel to the astral plane, and must return within te
spells duration.
Planar
Rekoning
Range: Special
Duration: Instant
Effect: Tells the caster the bias and address of a plane
An invaluable spell for the discerning planar
explorer, the spellcaster immediately gains knowledge of sphere bias on
the plane of existence he is on, along with a planar address (i.e. the
names of planes that must be crossed from the Astral to reach the plane).
Saved
Range: Caster only
Duration: 1 hour per level of the caster
Effect: Caster only
An invaluable spell that allows the caster to pre-cast protective spells. A total number of proptective spell levels, equal to half the casters level, are cast immediately after casting this spell.
At any time until the spells duration ends,
all of the spells thus stored can be activated in a single round. Until
that time, those spells are not available for use, unless of course the
caster has chosen to memorise such spells more than once. All
of the protective spells can affect only the caster; no area of effect
spells are allowed.
Spear
Range: 240'
Ruration: 1 round per levels.
Effect: Creates one flying spear.
This spell creates a spear, the appearance of which varies according to the caster (some spellcasters create a glowing red spear, others may create something resembling a ballista bolt, etc.). The spear floats in the air, and can attack one foe per round (by the caster concentrating), up to a range of 240'. A normal hit roll (using the casters base chance to hit) is required. The spear returns at the end of the round to the caster. Damage is 1d10 (as a pike), and the spear can hit targets immune to magical weapons, striking as a +3 magical weapon.


What are arcane scrolls? These are not simply rote spells listed out that can be read and cast. These are the physical embodiment of a memorized spell. The magical energy that has been harnessed is placed into a series of glyphs along with the command words needed to activate the magical imprinting in a controlled and directed manner. As the spell is completed the glyphs revert to their pure energy state so they can assume the form of the intended spell effect. After the spell has been cast all that is left is a piece of parchment with the original notations and the old command words that were scrawled on it. When a magic-user wishes to place a spell in their spellbook from a scroll they have found, they take the item to a quiet location where the magic-user can focus their attention on the work at hand. By carefully studying the patterns of energy held within the symbols and the way they are arranged, the magic-user slowly begins to piece together how the spell is constructed. This requires both time and money. Time is needed to figure out exactly how to duplicate the effect again and again with reasonable accuracy and some of the money is spent on special inks used to duplicate the glyphs. Alchemical powders are also purchased and peppered about the glyphs to show how it reacts so that the nature of a given spell's magic can be determined. Finally, some of the research cost is spent on specially prepared crystals that serve as a combination prism and magnifier so that the way the energies that have been woven together can also be safely determined. Unfortunately for the wizard when the process of copying is completed, most of the items used in the identification process are consumed. The inks and powders are expended while the crystals become cracked and flawed because the energy that passed through them will invariably damage the stone. When the magic-user finishes his work the spell is fully comprehended and transferred to the waiting spell book.
What are divine scrolls? Divine scrolls are normally written in common, or whatever language is normally used by the faith in question. These spells work in much the same way as arcane spells, but the energy has been locked into a prayer that only those who have been touched with the power of the divine can unlock. To appease the powers that be, and to ensure that the spell’s energy can be properly contained, special oils, inks, and carefully treated parchments must be used. These items, all rare and frequently expensive, are what make up much of the component cost of the scroll manufacture process; the remainder was paid out as tribute to the immortal patrons that bless the process. The offering may vanish in a shower of golden rain, it may be that certain items were given to those in need, or it could be something burnt in a great pyre with chanting all around. The offering is what helps provide the focus needed. Because these scrolls require a link with the divine, only clerics and druids can access them. Keepers of Clan Relics,
such as the Elven Tree of Life or Dwarven Forge of Power are considered
to be in touch with the divine nature of their immortals through
the channel provided by the relics. This allows them limited access
to selection of divine spells chosen by their patrons. Only those
spells can be cast though, all others are still out of their sphere
of influence. |
| 7th Level | 8th Level | 9th Level |
| 1. Arctic
Blast 2. Astral Leap 3. Planar Rekoning 4. Saved 5. Spear |