Magic

The magic taught by the Council of Mages and received from the gods is conducted through the Plane of Shadows. Without access to this plane, magic would simply not work. A consequence of this medium is that spells with the light descriptor are much harder to cast. The effective caster level for spells with the light descriptor is reduced by one.

Spells not known on Kire

The following spells are normally unavailable:

detect chaos, detect evil, detect good, detect lawThese spells have been replaced with the spells detect attitude, detect guilt, detect heresy, and detect violence.
greater teleport, teleportation circleHigh powered teleportation is unknown on Kire. Only a few wizards of phenomenal power have been able to create a consistent teleportation effect that can handle things over a few pounds.

Ancient Magic

Long ago, magic worked differently than it does in the present. For a time it was taken away from the mortals by the gods. Before that time, Binders were a source of power.

New Spells

Blood Money

School: Transmutation; Level: magus 1, sorcerer/wizard 1, witch 1

Casting Time: 1 swift action

Components: V, S

Range: 0 ft.

Effect: 1 material component

Duration: Instantaneous

You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with blood money.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process.

Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.

Covetous Aura

School: abjuration; Level: bard 5, sorcerer/wizard 5

Casting Time: 1 standard action

Components: V, S

Range: personal

Area: 1 round/level or until discharged

Duration: 1 round/level (D)

Saving Throw: none; Spell Resistance: no

Anytime a harmless (so noted by a spell’s saving throw description) spell of 3rd level or lower is cast within a covetous aura’s area of effect, you may choose to immediately gain the benefit of that spell as if it had also targeted you. The intended target still gains the effect of the spell. You gain the benefits of this duplicated spell only if the caster is in range of the covetous aura. Each time a covetous aura duplicates a spell effect, the remaining duration of the covetous aura is reduced by a number of rounds equal to the spell level of the effect that is duplicated.

Deathwine

School: necromancy; Level: alchemist 2, cleric 2, sorcerer/wizard 3, witch 3

Casting Time: 1 minute

Components: V, S

Range: touch

Target: 1 potion touched/level

Duration: 1 hour/level (D)

Saving Throw: none (object); Spell Resistance: no (object)

This spell allows you to turn a potion into a temporary pool of necromantic energy. Only a potion created using a conjuration (healing) spell can be affected by this spell. An affected potion turns dark red and reveals a necromantic aura if detect magic is cast on it while it remains under this spell's effects.

When you drink a potion affected by this spell, you do not gain the potion's normal effect. Instead, the first necromancy spell you cast within the next minute is cast at a higher caster level. The bonus to caster level is equal to the spell level of the spell used to create the potion that Deathwine affects. For example, a 5th-level wizard who drinks Deathwine made from a potion of cure serious wounds would cast his next necromancy spell as an 8th-level caster, as cure serious wounds is a 3rd-level spell.

In addition, any undead creature (or other creature healed by negative energy) that drinks a potion affected by Deathwine is healed of 1d8 points of damage. Any potion not imbibed before this spell's duration expires is destroyed at the end of the Deathwine's duration.

Detect Attitude

Divination

Level: Brd 1, Clr 1, Pal 1

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: Concentration, up to 1 round/level

Saving Throw: None

Spell Resistance: Yes

You sense the target's attitude (see the Player's Handbook, page 72) toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target's attitude changes over time, allowing you to know the effectiveness of attempts to change the target's attitude. If you cast this spell on someone who has not met you, that person's aura always appears blue (indifferent).

AttitudeAura Color
FriendlyWhite
IndifferentBlue
UnfriendlyBlack
HostileRed

Source: Dragon Magazine #323.

Detect Guilt

Divination

Level: Clr 1, Pal 1

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

You sense the presence of guilt in the target creature. This spell in no way reveals why the target feels guilty, only that it does. The level of guilt a creature feels has little to do with whatever act causes the creature's guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example, while a maid might feel strong guilt about forgetting to mop the kitchen floor.

Good creatures typically feel greater amounts of guilt than neutral creatures, who in turn usually feel more guilt than evil creatures. These generalizations cannot guarantee how a creature reacts to its own actions, but they give a general guideline.

A creature must have at least a 3 Intelligence, 1 Wisdom, and 1 Charisma in order to feel guilt. The spell fails if cast on a creature without those minimum ability scores.

Severity of GuiltAura Power
Has occasional pangs of guiltFaint
Stomach-churning guilt; worries about what happenedModerate
Loses sleep over what happened; obsesses about itStrong
Wants to take rash actions to avoid feeling the guiltOverwhelming

Source: Dragon Magazine #323.

Detect Heresy

Divination

Level: Clr 3, Pal 2

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: Concentration, up to 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

Prized by inquisitors and martial religious orders, this spell reveals past heretical actions and the current heretical thoughts of the target. You sense the target's heretical thoughts and past actions by seeing a faintly glowing aura surrounding it, visible only to you. The strength of the aura shows the level of heresy. You detect current heretical thoughts in the target as well as all consciously made acts of heresy performed within the past 1 day per caster level. The spell cannot detect heretical acts that occurred prior to the spell's time limit, regardless of their intensity. You define what constitutes heresy by your own belief structure, even if the majority of faithful disagree.

This spell only affects people of your own faith, those who say they follow your faith, and those who show aspects of your faith (wearing your deity's holy symbol, for example, or attending a religious service). Any action or thought that opposes your particular definition of your religion's dogma or teachings counts as heresy. A character of a different faith doesn't show as heretical when you cast this spell, although a character pretending to be a member of your religion shows as committing apostasy/blasphemy.

The more heretical the thought or act, the stronger the aura of heresy the target displays. By concentrating, you can learn more details of the heretical acts or thoughts.

1st Round: Presence of heretical acts in the history of the subject or current heretical thoughts in subject.

2nd Round: Intensity of subject's current heretical thoughts.

3rd Round: Number and intensity of past heretical acts performed by subject.

Intesity of HeresyAura Strength
Tangential heresyFaint
Contrarian heresyModerate
Fundamental heresyStrong
Apostasy/blasphemyOverwhelming

Tangential Heresy: This minor act of heresy allows the heretic to function normally within the faith with little indication of non-dogmatic thought. Such a belief must affect how the heretic interacts with those of his faith, but in such a way that only clerics or others trained in the religion's doctrines might notice. For example, a priest of Ehlonna who only thinks of the goddess as a gnome even though the religion defines her as an elf or human commits tangential heresy.

Contrarian Heresy: This form of heresy goes against a relatively minor but nonetheless important aspect of the religions dogma. For example, a priest of Pelor who preaches and believes the sun is something besides the embodiment of Pelor (but who still faithfully believes in Pelor), practices contrarian heresy.

Fundamental Heresy: A fundamental heretic believes and teaches the opposite of a core tenet of the religion. For example, a priest of Vecna who insists on preaching that the God of Secrets got his moniker because he reveals what secrets he knows commits fundamental heresy.

Apostasy/Blasphemy: Those who commit apostasy completely turn against the faith, utterly rejecting its tenets. Such a person only marginally remains with the faith, if at all. An action considered apostasy generally means the person committing it consciously chooses to leave the religion and join an opposing religion. A blasphemous act is typically an affront to the faith, such as claiming to possess aspects of the religion's deity or claiming to live outside the laws of the deity. Acts of apostasy or blasphemy result in the character turning from the faith, either to create a new religion or to inadvertently embrace the religion of an opposing deity. For example, a priest of Heironeous who kills helpless prisoners, flees from every battle, bullies those weaker than himself, and gives no quarter in battle blasphemes against Heironeous and embraces the ideals of Hextor.

Source: Dragon Magazine #323.

Detect Violence

Divination

Level: Clr 1, Pal 1, Rgr 1

Components: V, S, DF

Casting Time: 1 standard action

Range: 60 ft.

Target: Cone-shaped emanation

Duration: Concentration, up to 1 round/level

Saving Throw: None

Spell Resistance: No

When casting this spell, you perceive the residual aura caused by acts of violence committed in the area of effect. The spell detects violence committed within the past 1 month per caster level. The spell cannot detect violent acts that occurred prior to the spell's time limit, regard-less of their intensity.

Violence does not necessarily end in death, but the more violent the act the stronger the psychic residue left behind. This spell does not detect the capacity to cause violence it only detects violence committed against a living creature. It also does not specify why the violence was committed, nor the alignment of the assailant or of the victim. By concentrating, you can learn more details of specific violent acts.

1st Round: Presence of violence in the area within the spell's time limit.

2nd Round: Number and location of violent acts performed in the area.

3rd Round: Strength of aura of violent acts performed.

4th and Subsequent Rounds: Number of days and hours since most recent violent act, then of earlier violent acts in chronological progression from second most recent backward, with one act indicated per round.

Source: Dragon Magazine #323.

Raiment of Command

School: illusion (glamer); Level: bard 2, sorcerer/wizard 2

Casting Time: 1 standard action

Components: V, S

Range: personal

Target: you

Duration: 1 hour/level (D)

Saving Throw: Will; Spell Resistance: no

You are cloaked in an illusion of authority. Others perceive you to be a legitimate figure of authority, such as a higher-ranking official, a religious figure, or a more powerful warrior. This illusion grants you a +5 bonus on all Diplomacy and Intimidate checks. If you attempt to disguise yourself as a specific authority figure whom you have met in person, you gain a +10 competence bonus on the Disguise check and any Bluff check related to impersonating that authority figure.

In addition, others are uncomfortable acting against you. Creatures with an Intelligence of 3 or more take a –2 penalty on all opposed checks made against you, such as Sense Motive checks made to determine if you're bluffing, or Perception checks made to notice you when you're using Stealth to sneak (a result of their not wanting to question whether you belong there, and thus giving you the benefit of the doubt).

Revivify

Conjuration (Healing)

Level: Clr 5

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Target: Dead creature touched

Duration: Instantaneous

Saving Throw: None; see text

Spell Resistance: Yes (harmless)

The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing some of the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).

Material Components: Diamonds worth at least 1,000 gp.

Sign of Wrath

School: evocation (force); Level: cleric 6, sorcerer/wizard 6

Casting Time: 1 standard action

Components: V, S, F (a gem worth 1,000 gp inscribed with the runic symbol of wrath)

Range: personal

Area: 25-ft.-radius burst centered on you

Duration: instantaneous

Saving Throw: Reflex half; Spell Resistance: yes

A giant, glowing symbol of wrath appears below you, forcibly repulsing all nearby creatures.

All creatures within the area of effect take 1d6 points of force damage per caster level (maximum 15d6) and are subjected to a bull rush that attempts to push them directly away from you. The blast's bull rush effect has a CMB bonus equal to your caster level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You are unaffected by both the spell's damage and its bull rush effect, and may select up to one creature per 4 caster levels to also be ignored by the spells effects.

Swipe

School: conjuration (teleportation); Level: bard 2, sorcerer/wizard 3

Casting Time: 1 standard action

Components: V, S

Range: close (25 ft. + 5 ft./2 levels)

Target: one held item

Duration: instant

Saving Throw: none; Spell Resistance: no

By flicking a finger in the appropriate direction and proclaiming ownership, you attempt to magically wrest an item from the target's grip and summon it to your hand. To claim an object held by an opponent, you must make a CMB check—this check has a bonus equal to your caster level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). If you fail this check, the target retains the item and the spell fails. If you succeed, the item teleports into one of your free hands or comes to rest at your feet.

Unconscious Agenda

School: enchantment (compulsion) [language-dependent, mind-affecting]; Level: bard 6, inquisitor 6, sorcerer/wizard 6, witch 6

Casting Time: 10 minutes

Components: V

Range: close (25 ft. + 5 ft./2 levels)

Target: one humanoid

Duration: One week/level or until discharged (D)

Saving Throw: Will negates; Spell Resistance: no

This spell plants a subconscious directive in the target's mind that forces him to act as you dictate when specific circumstances arise. The target humanoid can be either conscious or unconscious, but must understand your language. Upon casting this spell, you must state a course of action you wish the target to take. This course of action must be described in 20 words or fewer. You must then state the condition under which you wish the target to take this action, also describing it in 20 or fewer words. Actions or conditions more elaborate than 20 words cause the spell to fail. Unconscious agenda cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. You cannot issue new commands to the target after the spell is cast.

If the target fails his save against this spell, he is not compelled to act in any way until the specified trigger circumstances are encountered. He also has no knowledge of the details of the spell affecting him, and has no memory of the last 10 minutes (although he might come to notice the missing time or the presence of the caster). He can function as he wishes until the events you detailed as the condition take place. Upon experiencing the prerequisite condition, the target is forced to perform the course of action you described as per the spell dominate person. (If the compelled action is against the victim's nature, he immediately gains a new saving throw at a +5 bonus against the spell to end its effects.) For the next hour, the target acts as you dictated, doing all he can to fulfill your command. If, at the end of the hour, the target still has not completed your command, the target is released from the enchantment and the spell ends. Once the course of action is completed, the spell ends. The target has full memory of acts performed during this hour.

It's difficult to detect an unconscious agenda before the spell is triggered. Casting detect magic on one affected by it only reveals an aura of enchantment if the caster of detect magic has a higher caster level then the caster of unconscious agenda. Even if the spell is detected, it can only be removed by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect unconscious agenda.