ADDITIONAL SPELLS

Any spell that can be scribed onto a scroll can likewise be saved in electronic format-as email. In order to accomplish this, the caster must have the Scribe Scroll ability and a minimum of 8 ranks in Computer Use.
All the spellcaster needs is a computer with Internet access and the usual components necessary to cast the spell. First she writes the email, which takes one minute per level of the spell. At the end of that time, the spellcaster must cast the spell and succeed at a Computer Use check (DC 15 + spell level). If the check fails, the email is not correctly typed, the spell is ruined, and the spellcaster must begin anew. If the check succeeds, the email carries the spell through cyberspace and delivers it to the mailbox of the target.
A spellcaster casting a spell through email must expend XP as if scribing a scroll.
There are several rules and restrictions pertaining to spells sent through email:
Target: The target of the spell is always the person who first opens the email. Any target with 10 or more ranks in Computer Use, Knowledge (arcane lore or technology), or Spellcraft receives a +5 competence bonus to any saving throws required by the spell.
No Spam: The email may only be sent to a single account. If you put more than one address in the "Recipient" line, the spell is ruined and wasted.
Subject Line: The spell's name must be typed into the "Subject" line of the email. One can attempt to disguise the name by writing it in an obscure language, an illegible font, or burying it in the middle of a larger phrase.
Duration: All spells begin immediately upon the email being opened. It is not possible for a spellcaster to save the power from an email spell and discharge it later.
Undeliverable: If the email is not opened within 72 hours, it becomes undeliverable. The account that sent the original email will receive an email notification of this. If the target opens the email after 72 hours have elapsed, the body of the message will be blank.

0-level Arcane Spells

Arcane Graffiti. Inscribes personal rune or short message on object or surface.
Daze. Subject takes no actions for 1 round.
Detect Magical Aura. Detects spells and magic items within 60 feet.
Haywire. Causes a single device to behave randomly and erratically.
Light. Object shines like a torch.
Mage Hand. 5-pound telekinesis.
Magic ID. Creates a false but visually accurate identification card.
Mending. Repairs small breaks or tears in objects.
Message. Whispered conversation at distance.
Prestidigitation. Perform minor tricks.
Read Magic. Read scrolls, spellbooks, and magical writing.
Resistance. Subject gains +1 on saving throws.

1st-level Arcane Spells

Burning Hands. 1d4 fire damage/ level (max 5d4).
Cause Fear. One creature flees for 1d4 rounds.
Change Self. Changes your appearance.
Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Comprehend Languages. Understands all spoken and written languages.
Dancing Lights. Creates up to four lights or a glowing, vaguely humanoid shape.
Degauss. Erase a single device that contains electronic data.
Feather Fall. Objects or creatures fall slowly.
Hold Portal. Holds door shut.
Instant Identify. Determines all magic properties of a single magic item.
Jump. Subject gets bonus on Jump checks.
Mage Armor. Gives subject +4 Defense bonus.
Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Weapon. Weapon gains +1 bonus.
Mask Metal. Renders a metal object undetectable to metal detectors.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Power Device. Powers one inoperative electrical or mechanical device.
Ray of Fatigue. Ray fatigues target.
Shield. Invisible disc gives cover, blocks magic missiles.
Sleep. Put 2d4 HD of creatures into comatose slumber.
Summon Vivilor I. Summons a 1st-level vivilor from Shadow to fight for you.
Trace Purge. Removes physical traces of the subject's presence or passage.
True Strike. Adds +20 bonus to your next attack roll.
Undetectable Magical Aura. Masks a magic item's aura from detection.

2nd-level Arcane Spells

Arcane Lock. Magically locks a portal or chest.
Blur. Attacks miss subject 20% of the time.
Burglar's Buddy. Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
Darkvision. See 60 feet in total darkness.
Dataread. You can access and read data stored in any machine-readable data source.
Enhance Ability. Subject gains +5 bonus to one ability score for 1 min./level.
Glitterdust. Blinds creatures, outlines invisible creatures.
Invisibility. Subject is invisible for 10 min./level or until it attacks.
Knock. Opens locked or magically sealed door.
Levitate. Subject moves up and down at your direction.
Locate Object. Senses direction toward object (specific or type).
Machine Invisibility. One creature or object cannot be detected by machines.
Magic Message. Device delivers a message of 25 words or less when specific conditions are met.
Magic Mouth. Speaks once when triggered.
Protection from Arrows/Bullets. Subject immune to most ranged attacks.
Relay Text. You can transmit a message of up to 25 words via electronic device to someone you know.
Resist Energy. Ignores 10 points of damage/round from one energy type.
See Invisibility. Reveals invisible creatures or objects.
Spider Climb. Grants ability to travel on walls and ceilings.
Summon Vivilor II. Summons a 2nd-level vivilor or 1d3 1st-level vivilors to fight for you.
Web. Fills 20-foot-radius spread with sticky spider webs.

3rd-level Arcane Spells

Dispel Magic. Cancels magical spells and effects.
Displacement. Attacks miss subject 50% of the time.
Electromagnetic Pulse. Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
Fireball. 1d6 damage per level, 20-foot radius.
Flaming Projectiles. Projectiles deal +1d6 fire damage.
Gaseous Form. Turns subject into translucent mist or wispy smoke and grants damage reduction 10/+1.
Greater Magic Weapon. +1/three levels (max +5).
Halt Undead. Immobilizes undead for 1 round/level.
Haste. Extra attack action, additional move, and +2 Defense.
Hold Person. Holds one person helpless; 1 round/level.
Improved Arcane Lock. Closes and locks all specifically targeted doors within range.
Invisibility Sphere. Makes everyone within 10 feet invisible.
Keen Edge. Doubles normal weapon's threat range.
Lightning Bolt. Electricity deals 1d6 damage/level.
Nondetection. Creature or object becomes difficult to detect by divination and detection spells.
Phantom Chopper. Conjures a quasi-real motorcycle that seats one creature.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shutdown. Electric devices in area cease to function for the duration of the spell.
Slow. One subject/level may only move or attack; -2 to Defense, -2 on melee attack and damage rolls, -2 on Reflex saves.
Summon Vivilor III. Summons a 3rd-level vivilor, 1d3 2ndlevel vivilors, or 1d4+1 1st-level vivilors to fight for you.
Tongues. Speak any language.
Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.
Water Breathing. Subjects can breathe underwater.

4th-level Arcane Spells

Animate Dead. Creates undead skeletons and zombies.
Arcane Eye. Invisible floating eye moves 30 feet/round.
Bestow Curse. -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of taking no action.
Clown Car. Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
Confusion. Makes subject behave oddly for 1 round/level.
Detect Scrying. You are aware of any attempt to scry on you and can sense the presence of scrying devices.
Dimension Door. Teleports you and up to 50 lb./level.
Energy Trap. Opened object deals 1d4 +1/level damage of given energy type.
Fear. Subjects within cone flee for 1 round/level.
Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
Magic Bullets. Enchants bullets with the power to knock out or panic targets.
Minor Globe of Invulnerability. Stops 1st- through 3rdlevel spell effects.
Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 points of damage.
Remove Curse. Frees object or person from curse.
Scrying. Spies on subject from a distance.
Shout. Deafens all within cone and deals 2d6 damage.
Stoneskin. Stops blows, cuts, stabs, and slashes.
Summon Vivilor IV. Summons a 4th-level vivilor, 1d3 3rdlevel vivilors, or 1d4+1 2nd-level vivilors to fight for you.
Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
Wall of Fire. Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 +1/level.
Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wire Walk. Subjects teleport instantly to the location of a telephone you call.

5th-level Arcane Spells

Cloudkill. Kills 3 HD or less; 4-6 HD save or die.
Cone of Cold. 1d6 cold damage/level.
Hold Monster. As hold person, but any creature.
Instant Connectivity. Instantly transport one or more creatures through the Internet using instant-message software.
Passwall. Breaches walls 1 foot thick/level.
Phantom Limousine. Conjures a quasi-real limousine that seats eight Medium creatures.
Phantom Projectiles. Projectiles pass through obstacles and armor and ignore most damage reduction.
Phantom Watchdog. Spectral dog can guard or attack.
Secret Vault. Creates extradimensional space in which to hide a container, which you can retrieve at will.
Seeming. Changes the appearance of one creature per two levels.
Summon Vivilor V. Summons a 5th-level vivilor, 1d3 4thlevel vivilors, or 1d4+1 3rd-level vivilors to fight for you.
Synchronicity. Subject isn't delayed by the inconveniences of modern life.
Telekinesis. Lifts or moves 25 lb./level at long range.
Wall of Force. Wall is immune to damage.
Wall of Iron. 30 hp/four levels; can topple onto foes.
Wall of Stone. Creates a stone wall that can be shaped.

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