1stTransmutation
Level: Drd 1, Rgr 1; Components: V, S, M; Casting Time: 1 action;Range: Touch; Target: Living creature touched; Duration: 1 minute/level; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
You bestow upon the creature touched the ability to "see" by emitting high-frequency sounds inaudible to most creatures. The creature gains the blindsight ability with a range of 60 feet. A silence spell negates this ability. While blind as a bat is in effect, the target creature's other form's of vision is limited to a range of 5 feet.
Material Component: A bat’s ear.
Necromancy
Level: Brd 2, Clr 1, Pld 2, Rgr 2, Sor/Wiz 2; Components: V, S; Casting Time: Move action; Range: Touch; Target: Weapon touched; Duration: 1 min/level or until discharged; Saving Throw: None; Spell Resistance: No
This spell infuses a melee or ranged mecha weapon with baleful energy. The next time this weapon damages a living creature, the spell discharges. The spell deals an extra 1d6 points of damage per caster level (maximum 5d6) against the target of the attack and you heal your self for the same amount of damage this spell adds. The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Necromancy [Evil]
Level: Clr 2, Sor/Wiz 1; Components: V, S; Casting Time: 1 standard action; Range: 30 ft.; Target: One creature; Duration: 1 round per two levels, up to 5 rounds; Saving Throw: Will half (see text); Spell Resistance: Yes
You channel negative energy into one creature that is within range. Against a living creature, the energy inflicts 1d4 points of damage per round on the creature's turn for the spell's duration. A successful Will save reduces damage to 1d2 points per round. Against an undead creature, infernal darkness heals 1d4 points of damage per round on the creature's turn. This functions as fast healing.
2ndEvocation [Cold]
Level: Brd 2, Drd 3, Rgr 2, Sor/Wiz 2; Components: V, S; Casting Time: 1 standard action; Range: Close (25 ft. + 5 ft. 2/levels); Effect: Ray; Duration: 1 bolt of frost/level; Saving Throw: None; Spell Resistance: Yes.
With this spell, you become able to project one bolt of frost per attack for the duration of the spell at any target within range. If your base attack bonus is high enough and you take the full attack action, you can project more than one bolt per round. You must succeed at a ranged touch attack with a bolt to deal damage. A bolt deals 2d6 points of cold damage and +1 point of piercing damage per two caster levels (maximum +10). All bolts of frost must be expended within 10 minutes per caster level of the initial casting.
Illusion (Figment)
Level: Sor/Wiz 2; Components: V, S; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One humanoid; Duration: See text; Saving Throw: Will negates; Spell Resistance: Yes
This illusion forces the subject to believe that his own flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails his Will save, he faints at the start of his turn and falls unconscious for 1d12 minutes. The subject comes to and regains his senses if he takes any amount of damage while unconscious.
Evocation [Electricity]
Level: Sor/Wiz 2; Components: V, S; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One creature or object; Duration: Instantaneous; Saving Throw: Reflex negs (see text); Spell Resistance: Yes
A lightning bolt from above strikes the target for 1d6 points of electricity damage per caster level (maximum 5d6). If the target is a creature, it is knocked prone if it fails its Reflex save. You must cast this spell in an area with at least 20 feet of vertical space above the target. If you don't have 20 feet of space above the target, the spell fails.
3rdNecromancy
Level: Clr 4, Sor/Wiz 3; Components: V, S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature; Duration: 1 day/level (see text); Saving Throw: Will negates; Spell Resistance: Yes
You fashion a doll-like effigy of the target and call upon dark spirits to attune it to the subject. The target must be on the same plane of existence as you for the spell to work. If the target's Will save fails, the target cannot cause you harm, either by physical or magical attacks, for the spell's duration. If you attack the target (and not simply the target wanders into create created by you) or if the doll is destroyed, the spell ends. An attuned doll has hardness 0 and 5 hit points. A damaged or destroyed doll cannot be repaired without ending the spell.
Material Component: A doll-like effigy containing materials of a personal nature belonging to the target, such as a few hairs or nail clippings. The doll requires a successful DC 10 Craft (visual art) check to create.
Necromancy
Level: Clr 3, Sor/Wiz 4; Components: V, S, M; Casting Time: 1 hour; Range: See text; Target: One living creature; Duration: See text; Saving Throw: Will negates; Spell Resistance: Yes
As part of the casting of Erzuli's fetish, you create a doll-like effigy of the target. You also recite a litany of appeals to dark spirits to attune the doll to the target creature. The target must be on the same plane of existence as you for the spell to work. If the target's Will save fails, the subject becomes attuned to the doll, at which point the doll can never be used to harm any creature other than the subject. An attuned doll has hardness 0 and 2 hit points per caster level. Using a silver pin as an attack action you can deal 1 damage to the doll and the target takes 2d6 points of damage. If the doll is reduced to 0 hit points, it is destroyed and the spell ends. If the doll is damaged using something else or destroyed by someone other than you, the target suffers no ill effects. A damaged or destroyed doll cannot be repaired without ending the spell. If you pierce the doll with as many pins as the target has character levels or Hit Dice, the target is shaken for one minute after you place a pin new pin. The spell duration lasts for as long as the attuned doll has at least 1 hit point remaining.
Material Component: One or more silver pins, plus a handcrafted doll-like effigy containing materials of a personal nature belonging to the target, such as a few hairs or nail clippings. The doll requires a DC 10 Craft (visual art) check to create.
Evocation [Fire]
Level: Brd 3, Clr 3, Drd 3, Sor/Wiz 3; Components: V, S; Casting Time: 1 action; Range: Touch; Duration: 1 round/level (see text); Saving Throw: Fortitude half; Spell Resistance: Yes.
This spell shrouds your dominate hand in a magical emerald flame that inflicts 1d4 points of fire damage per caster level (maximum 10d4). Each creature damaged is also sickened, as the greenish tongues of debilitating energy lick about their bodies. A sickened creature suffers a -2 penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability checks for the duration of the spell. A successful Fortitude save reduces damage to half. You can use this touch attack once per caster level.
4thTransmutation [Acid]
Level: Clr 4, Drd 3, Pld 3, Rgr 3, Sor/Wiz 4; Components: V, S, M; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One construct creature (see text); Duration: 4 rounds; Saving Throw: Fortitude negates; Spell Resistance: Yes
The construct begins to rapidly degrade, metal-based constructs rust away while crystal-based constructs become cracked and other forms of wear and tear. This deals 1d6 damage per caster level on the first round, then 1d6 damage per two caster levels on the second round, then 1d6 points of damage per three caster levels on the third round, and 1d6 points of damage on the fourth and final round. If you attempt to extend this spell, it lasts for five rounds and the extra round deals 1d6 damage per caster level. This spell can also be cast on ny creature benefit from a mech or mech-transformation but can prematurely end if the mech's extra hit points are gone.
Material Component: A small pinch of powered iron rust.
Transmutation
Level: Brd 4, Sor/Wiz 4; Components: V, S; Casting Time: 1 standard action; Range: Personal; Target: You; Duration: 1 round/2 levels (D)
Upon casting this spell, you slip into the temporal gap between the present and the future. For up to one round per two caster levels, you are effectively invisible, undetectable, and impervious to harm. Nothing short of extremely powerful magic such as limited wish can affect you. An antimagic field negates the spell so long as the field remains in the area. Dispel magic cannot cancel hide in time (except as a counterspell), but greater dispelling cast as an area dispel might. While hidden in time, you are still aware of what transpires around you, but you cannot interact with the world in any way. You cannot even move more than 5 feet from your position when hide in time was cast. Although you cannot affect the world, you can cast spells and use magic items to affect yourself. Once hide in time ends, you reenter the normal time stream and can act and be affected normally. If the area into which you would appear is now occupied by another solid object, you are shunted just as if you had attempted to dimension door into a solid body.
Transmutation
Level: Clr 4, Pld 3, Rgr 3, Sor/Wiz 4; Components: V, S; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 round/2 levels (D)
You upgrade a creature, augmenting them with technomagic. If they have levels in a technomagic class they gain two upgrade points plus one per eight caster levels for the duration of the spell which they can invest however they choose with their current technological level access. If your target doesn't have a technological level, this spell gives them access to TL1 plus one level higher for every eight caster levels you have (ie TL3 at CL16) and they can select from the general upgrades. Weapons can be chosen, in which case depleting their ammunition causes them to vanish.
5th6th7thTransmutation
Level: Clr/Sor/Wiz 7; Components: V, S, DF; Casting Time: 1 standard action; Range: Personal; Target: You; Duration: 1 round/level (D)
By means of this spell, you transform into a powerful synthesis of creature and machine. Flesh and blood are replaced by advanced materials impervious to harm. You become faster, your Strength and Dexterity increase, your senses sharpen, and your combat ability improves. While in cyborg form, you cannot cast spells, even from magic items. You are also recognizable as yourself, which means that cyborg is not a useful disguise. For the spell's duration, you have DR 10/-, a +4 natural armor bonus to AC, and a +4 enhancement bonus to both Strength and Dexterity. Your ground speed increases by 10 feet. Advanced sensors grant you darkvision (60 feet) and a +2 circumstance bonus to Listen and Spot checks. Furthermore, you function as if you had a built in multiscanner. You gain a +1 bonus on attack rolls for every three caster levels. One of your arms effectively becomes a blaster carbine (150ft range increment, 4d8 electricity 20/x2) with a bayonet attachment. Treat the bayonet as a short sword. You can fight with your transformed arm as if you had the appropriate weapon proficiencies. The spell powers the blaster carbine; it effectively has an unlimited number of shots.
Multiscanner: This useful handheld device is indispensable for field scientists and explorers in the Outlands wilderness. It incorporates a number of functions useful for evaluating environmental conditions and identifying life forms. The multiscanner features the following sensor systems.
* A Geiger counter capable of identifying and analyzing the approximate source and intensity of harmful radiation within 500 feet.
* A chemical sniffer capable of detecting and analyzing chemicals in the environment, including the soil, air, and water sources within 100 feet.
* A magnetometer, spectrometer, magnetic resonance detector, and millimeter-wave radar capable of identifying and analyzing the material composition of objects within a range of 100 feet. Though its resolution is grainy, it can penetrate thin surfaces and generate useful images of any objects concealed underneath.
* Electrical sensors capable of analyzing electrical activity in living organisms. The device can detect the presence and approximate size of life forms within 100 feet. If networked to a datapad with an appropriate knowledge database, the multiscanner can even identify these life forms if the user makes a successful Use Device check (DC 20).
Transmutation
Level: Sor/Wiz 7; Components: V, S; Casting Time: 1 standard action; Range: Extreme (400 ft. + 40 ft./level); Target: See text; Duration: Concentration (up to 1 minute/level); Saving Throw: Will negates (object); Spell Resistance: Yes (object) (see text)
This is a more powerful version of the sustained-force version of telekinesis. You can move a creature or object weighing up to 250 pounds per caster level up to 100 feet per round. A creature or an item controlled by a creature can negate the effect by making a Will save or with SR. The target can be moved in any direction or held in place. It can be twisted around to face any direction as well. Treat this as if a single giant hand is manipulating the target. The spell ends if the target is forced out of range.
8thConjuration (Creation)
Level: Clr/Sor/Wiz 8; Components: V, S, DF; Casting Time: 1 full round; Range: Close (25 ft. + 5 ft./2 levels); Effect: Two or more robots, no two of which can be more than 30 ft. apart; Duration: 1 hour/level or 1 day/level (D) (see text); Saving Throw: None; Spell Resistance: No
This spell creates 1d4 military robots (see below). The robots are under your command. They aid you in battle, perform specific missions, serve as bodyguards, and so forth. The robots remain with you for one hour per caster level unless you dismiss them. If the robots are created only for guard duty, however, the duration of the spell is one day per caster level. In this case, the robots can only be ordered to guard a specific site or location. Robots summoned for guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.
Military Robot (War 5)
CR 7; Medium-size Construct; HD 2d10 plus 5d8 (war); hp 34; Init +6 (Dex, Improved Initiative); Spd 60 ft. (wheels), 50 ft. (tracks); AC 20 (+10 natural); Atk +8 melee (1d6+3, slam) or +8 ranged (3d10, assault laser); SQ Construct, low-light vision, ambidexterity, DR 10/-, darkvision 60 ft.; AL N; Fort +4, Ref +2, Will +1; Str 16, Dex 14, Con -, Int 12, Wis 10, Cha 8. Skills: Climb +8 (+10 with legs), Freefall +7, Jump +8, Swim +8. Feats: Improved Initiative, Weapon Focus (assault laser), Technical Proficiency. Upgrades: Combat programming, enhanced Dexterity, enhanced Strength, integral assault laser, integral laser sight, language module (Common), reinforced construction 10, storage compartment, tracks, transform conversion, wheels. Possessions: None.
9thConjuration (Creation)
Level: Clr/Sor/Wiz 9th; Components: V, S, DF; Casting Time: 1 full round; Range: 10 ft.; Effect: Magical chariot capable of space travel; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No
By means of this spell, you conjure a Huge ebon chariot that twinkles with thousands of pinpoints of light as if it were constructed of a clear night sky. The chariot can carry yourself and 6 passengers, and you must act as the pilot. It also has compartments that can store 1,000 pounds of additional cargo. You alone control the chariot's speed and direction of travel. If necessary, you make Pilot checks with a +10 insight bonus when controlling the chariot. The chariot can travel on land, through the air, or through the void of space itself. It has a maximum speed of 1,250 feet per round or 142 miles per hour on land; multiply by 10 for flight speed and by 100 for space speed. Acceleration and deceleration between modes of travel is instantaneous, and passengers and cargo are protected by the sudden changes. For example, a chariot of the void traveling at 400 feet per round on the ground switches to flight and immediately accelerates to 4,000 feet per round (speed 8 for air travel). A chariot of the void is capable of extreme acceleration in space. By reducing the spell's duration by two hours, you can cause the chariot to travel 10 times faster than normal through space for one hour. For example, the chariot's normal maximum speed in space is 14,200 miles per hour. If you reduce the chariot's duration by two hours, you can travel through space at 142,000 miles per hour for one hour. Passengers and cargo in the chariot while it is moving enjoy immunity to air-based attacks, cold, heat, radiation, and exposure to vacuum. The chariot provides 1g of artificial gravity. The chariot's vehicle stat block follows: Chariot of the Void: Huge Vehicle; hp 80; Top Spd 1,250ft; AC 3; SQ hardness 10.
// Darkmatter Spell Tome