Real Magic Spells
Explain that you'll spell the word MAGIC and that you'll do this by moving a card from the top of one of the piles to the bottom for each letter of the word MAGIC. Hopefully, by now you (and your spectator) will understand the procedure. Once you have completed the spelling of the word MAGIC, you table the pile in your hand beside the other, remove the top card from each pile and set them aside together. Draw all attention to the two remaining half cards and explain that, because it was a MAGIC SPELL, the two halves are from the same card Flip them face up to show this (applause cue 1). Place one half atop the other and table them faces side up. Next, you explain that it really was a MAGIC SPELL because the other two piles also contain identical halves Flip them face up and show that this is true (applause cue 2). You now need to pick up each of the three sets of matching halves to form a single face up pile. However, you must do this in a certain...
Components V, F Casting Time 5 minutes Range Touch Effect Creature touched Duration 1 day Saving Throw See text Spell Resistance Yes This unusual spell, while beneficial, is potentially dangerous. The first portion of the spell mentally attacks the target. A Will save is necessary to avoid losing ld6 tem
Spell Resistance Yes (harmless) This powerful spell grants the target the temporary use of any one skill. If the skill is a class skill for the target, she receives the maximum rank allowable (character level +3) ranks. If the skill is a cross-class skill, the rank that is bestowed equals the character level +2. Even if the skill is exclusive to another class, the target receives it but the rank equals character level -4 (minimum 1 rank).
Components V, F Casting Time 1 full round Range Touch Target Creature touched Duration 10 minute level Saving Throw See text Spell Resistance No This spell summons the natural spirits of an area and converts them to magical energies. Depending on the campaign, this spell may upset shamans, druids and other classes in harmony with nature. When the spell is invoked, the area spirits can attempt to flee the effects. The caster must make a successful Wisdom check (DC 15 or set by GM depending on the strength of the spirits caught in the spell). If successful, the caster gains the ability to cast extra spells. The caster must choose All equipment worn or carried by the target is enlarged by the spell. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process. It is constrained without harm by stronger materi- Three 1-3 level spells Two 4-7 level spells or One 8-9 level spell. If the caster...
Duration 1 round level Saving Throw None Spell Resistance No This spell grants the caster and his her allies a gift of tactical knowledge that allows them better insight into combat situations. For the duration of the spell, each ally receives a +4 Insight bonus to initiative rolls, attack rolls and AC.
Effect 2 HD level Duration 1 day level Saving Throw Will negates Spell Resistance Yes The change of alignment can radically alter abilities, such as a paladin's detect evil. Because for one an evil person may have adjust beliefs cast and will actually not show the evil aura to the detection. Also, a paladin who becomes evil as a result of this spell may lose his her special abilities until the original alignment is restored. Clerics and paladins are the most vulnerable to the effects of the spell because of their vows and connections to the divine. While most gods understand that the temporary loss of faith is unintentional, some severe deities hold their followers to higher standards and may require some sort of quest or other proof of the fallen one's faith.
Area One type of living creature or plant within a 50-ft. radius of the spell center (see text) Duration 1 hour level Saving Throw Fortitude negates Spell Resistance Yes This spell allows the caster to warp natural, living things to his her desire. The spell has no effect against monstrous creatures, aberrations or outsiders. When the spell Is cast, the spellcaster begins altering the life form of a creature or plant type within the area of effect. The caster can affect 2 HD level of sentient creatures and unlimited number of a non-sentient life form, such as a type of plant, within the area of effect. Unlike the more specific polymorph other, which targets a single creature and allows for very exacting and radical changes, the alter life spell groups types of living things and alters ' them somewhat. For example, where polymorph other could change a person into a fish, the alter life, while unable to accomplish such a radical change, could alter the physical makeup of a group of...
Spell Resistance No First, the ardent investigator can penetrate any plane with ease. Also, those who are protected from scrying with spells such as sequester may be found by the ardent investigator. In addition, the eye of the investigator is invisible and silent. Those creatures that have an Intelligence of 12 or higher and can detect invisible objects must make Scry check or Intelligence check (DC 20) to notice the investigator. Unlike the normal scrying spell, the mage may only cast comprehend languages or tongues through the spell. If the target of the spell is magically shielded from scrying, the mage may attempt to overcome the defenses by making a check of ld20 + caster level (maximum of +10) against 11+ defensive spell's caster level. If successful, the ardent investigator bypasses the defenses, but the target may notice (Intelligence check, DC 15). If the check succeeds by 5 or more, the ardent investigator bypasses the defenses and the target is oblivious to the intrusion,...
Duration 1 minute level Saving Throw See text Spell Resistance See text This spell increases the morale of the caster's allies and dispels any doubts or reservations they had about the present situation. In this case, the caster and allies receive a +2 morale bonus to attack rolls and saving throws against fear for the duration of the spell. It can be used to negate the effects of bane. There is no save against this form of the spell, and, while the spell is harmless. Spell Resistance is allowed. It can also be used to sway allies and neutral parties if needed. In this case the caster receives a +2 circumstance bonus to Bluff and Diplomacy skill checks. When used in this manner, those in the area of the spell are allowed a saving throw. This spell does not charm or in anyway compel behavior, it merely makes the words of the caster sweeter and more pleasing. Except as noted above, this spell is identical to banishment.
Spell Resistance Yes (harmless) This spell grants the target a bearing of leadership and authority. For the duration of the spell the target has a bonus of +6 to Leadership. Even if the target does not have the feat, the spell grants a temporary ability to attract followers. If the target of the spell attempts to lead his her followers into perilous situations or into an adventure that is contrary to the followers' beliefs, the potential followers receive a Will save to resist.
Components V, F Casting Time 1 full round Range Touch Target Creature touched Duration 1 day 2 levels Saving Throw None Spell Resistance No This is a very specialized spell that enables the target to meet with advantages in business dealings. Any Profession skill that the target has receives a +5 circumstance bonus when attempting to use the skill to earn money. The spell has no effect on any creature that does not have a Profession skill.
Spell Resistance Yes (harmless) This spell grants a bonus to perform the next action successfully however, whereas true strike granted a bonus only to the caster and only for the next attack, certain success can be cast on another and it does not have to involve combat. The spell grants a temporary insight into the immediate future. This gives the recipient a +20 luck bonus on the next single attack roll or skill check.
This spell creates a link between two creatures. When cast, the caster can create the link between himselfherself, or between two other creatures. In that case, both creatures must be touched at the same time. After the spell has been cast, the two creatures must stay within 100 feet of each other for the effects to function. While the spell lasts, the two creatures have an empathic link and can share thoughts. In addition, the two can share skill ranks (but at a -2 penalty). For example, if one has the skill Open Lock rank 6, the other can use that skill at rank 4 (this does not include modifiers for abilities, tools, synergy, etc.). Skills regarding magic can only be shared If both creatures are able to cast spells.
Spell Resistance Yes (harmless) This spell grants the targets a +2 morale bonus against the effects of fear. If the targets are suffering from the effects of fear before the spell is cast, an additional save at +2 is allowed. In addition, the +2 morale bonus applies to attack rolls and to any skill check where the target is facing some opposition, both from live and inanimate sources, such as Intimidation, Pick Pocket, Open Locks, etc. Even when there is no need for courage, the spell removes any doubt from the target and gives him her an advantage to perform the task.
Spell Resistance Yes This spells affects those who hear the words of the caster. If the saving throw fails, the creatures will believe anything the caster says. This does not mean that the creatures will act on the words, such as with charm person, only that they do not think that the caster is lying. Those creatures that have a special ability to detect lies receive a +2 bonus to save against the spell. In addition, this spell grants a +4 circumstance bonus to Bluff checks. Duration 1 minute level Saving Throw None Spell Resistance No This spell affects the caster and allows him her to lie without any possibility of detection. Even those creatures that can detect lies are unable to penetrate the obfusca-tion. If a discern lies spell is cast on the caster while the deception spell lasts, the discern lies must overcome the power of deception in order to discover the lies. To overcome the deception the caster must succeed in a check, d20+level of caster versus 10 + level of the caster...
Spell Resistance Yes (harmless) This spell grants a +2 morale bonus to all Craft checks to construct a single item. The spell lasts until the object is completed. While the target is working on the object, she cannot begin to craft any other item or the effects of the spell are broken. Also, this spell does not stack with any other morale bonuses.
Spell Resistance No This spell conjures a guardian spirit that takes the form of an armored warrior. For the duration of the spell, the guardian will physically defend the caster, or one individual designated by the caster, from harm. The protected individual is known as the charge. If any seek to engage the charge, the guardian will appear between the combatants. If a ranged weapon is used
Area All allies within 50-ft. radius Duration 1 hour level Saving Throw None Spell Resistance Yes (harmless) This spell creates a sense of discipline and dedication in the targets. For the duration of the spell, the targets receives a + 2 morale bonus to save verses spells that affect the morale and emotions of others, such as fear and emotion. It also gives the targets a +2 bonus when opposing skills such as Bluff, Intimidation, and any other skill that would dissuade the target from doing his her duty.
Components V, F Casting Time 1 action Range Touch Target Creature touched Duration 1 minute level Saving Throw None Spell Resistance Yes (harmless) When this spell is cast, the target receives a +4 circumstance bonus to Search, Listen and Spot checks. The spell does not increase the range of sight or hearing, it only augments the attention to sensory stimuli. For the duration of the spell, the target is exceptionally vulnerable to the effects of spells such as color spray and sound burst. With spells such as these, the targets receive a -2 circumstance penalty to saving throws.
Components V, F Casting Time 5 minutes Range See text Effect Dream Visage Duration 4 hours or until awakened Saving Throw None Spell Resistance No The caster must cast this spell immediately before sleeping. The spell allows the caster to create a dream visage while she sleeps. The spell begins to take effect after the caster has been asleep for 2 hours. After that, the spell last for four hours, or until the sleeper is awakened. If the caster Is awakened before the spell takes effect, she loses the spell and must cast it again. While the spell lasts, the caster can travel away from his her body at a 30-ft. walking rate (30 ft. round, 300 ft. minute, 3 miles hour).
Target Living creature touched Duration 1 hour level Saving Throw Fortitude negates Spell Resistance Yes This spell creates a material simulacrum of the target. The body is a perfect copy of the target, but does not have any of the abilities or memories of the original, except those that come as natural condition of the creature (exoskeleton or flight from wings, etc.). The simulacrum cannot speak any language, though it can grunt and make other animal-like noises. The caster must control the actions of the simulacrum. It will continue to obey the last instruction until it is given a new instruction by the caster. If instructed to attack, it fights as an animated object of the same size as the target of the spell.
Spell Resistance Yes This spell creates a sense of euphoria in its targets. Once the target fails its saving throw, it falls under the effects of the spell. This euphoria causes the targets to want to avoid any aggressive or complex actions. The effective AC of the target is reduced, and the target is considered flat-footed.
Spell Resistance Yes (harmless) This spell is similar to achieve goals in that it aids the target in completing a specified, tangible goal. Once cast, the target receives a +1 circumstance bonus to all actions and skill rolls that further the achievement of the goal. If the target does not actively pursue the goal for a full day, the spell expires. If the target is imprisoned and attempts to escape, this counts as pursuing the goal however, If Imprisoned and no attempt to escape is made, it negates the spell. Side adventures and idle wandering also disrupt the spell. In any event, the effects of the spell will wear off after 1 week per level of caster that enspelled the target.
Spell Resistance Yes (harmless) This spell grants one creature a gift of good fortune. The spell lasts until used by the target or up to a maximum of 1 hour per level of the caster. The effect of the spell works to provide the target the best chance possible to complete a certain action. When the target chooses to employ the good luck, the character may roll twice to complete an action, taking the better result of the two rolls. The character must announce ahead of time that she is employing the luck. Once used, the spell expires, even if both rolls failed.
Components V, F Casting Time 1 action Range Touch Target Creature touched Duration Instantaneous Saving Throw None Spell Resistance No This spell provides the target with an inkling of best outcome from a specific action. Before the spell is cast the target must specify what action she is contemplating. The spell will show a vague image of the results of the action. This spell can be misleading and some tarot mages use this spell instead of other divination spells to convince a target to take certain actions. Even if there is danger or great risk, the spell will only show the positive outcomes of the action. A fighter, asking whether she should kick open the locked door, may see himself herself standing in front of a great treasure she may not see the great and powerful serpent guarding it
Spell Resistance Yes als the spell cannot be used to crush a creature by growth. Magical properties are not increased by this spell. Weight, mass, and Strength are affected, though. A creature's hit points, Armor Class, and base attack bonus do not change, but Strength increases along with size. For every 20 of enlargement, the creature gains a +1 enlargement bonus to Strength. Multiple magical effects that increase size do not stack.
Components V, F CastingTime l action Range Long (400 ft. + 40 ft. level) Target One living creature Duration 1 round level Saving Throw Will disbelief (if interacted with) Spell Resistance Yes This spell creates an illusory flying weapon of the caster's choosing that moves and attacks a target using the caster's Initiative and base attack bonus. Many casters choose a ranged weapon to mask the initial attack. Once the target is attacked by the weapon, she can attempt to disbelieve it. If the saving throw is successful, the illusory weapon disappears and becomes harmless however, if the target does not make the save, the weapon will hit and do ld6 points of damage (critical threat 20 x2). The caster need not concentrate to keep this spell in effect, but changing targets requires a standard action.
Area All living creatures within the spell's range Spell Resistance No This spell allows the caster to detect the alignment of any living creature within the spell's range. The caster can concentrate on one target per round. If a target has some sort of magic that obfuscates his her alignment, the spell may attempt to penetrate the disguise (DC 15 + opposing spell's level). If unsuccessful, the caster will not know that she has been deceived.
Components V, F Casting Time 1 full round Range Close (25 ft. + 5 ft. 2 levels) Effect Summoned magic item Duration 10 minutes level Saving Throw None Spell Resistance No This spell summons a powerful magic weapon or armor that is attuned to the target named during the casting of the spell. The general type of magic item can be specified, but the specific qualities are randomly generated. 5+4 5 Spell resistance (SR 10+Id 10)
Spell Resistance Yes (harmless) This spell is similar to haste, but it works to speed mental processes more than physical. For the duration of the spell, a spellcaster can take an extra partial action to cast single action spells, and full round spells can be cast in one action. The effects of this spell do not stack with haste the spells are mutually exclusive, and the last one cast on a given target is the only one that remains in effect.
Spell Resistance No This spell allows the tarot mage to break the bonds of magic and borrow a single spell from another school of magic, either arcane or divine. The tarot mage can select any spell that is 6th level of lower from any other magic list (cleric, druid, ranger, bard, etc.). The spell selected cannot be of an opposite alignment as that of the spell-caster (a good tarot mage cannot cast Evil magic such as create undead). The metaphysics lasts until the spell Is cast or until the duration of the spell is spent (1 round level).
Spell Resistance Yes This spell is a more powerful version of emotion (despair) and creates such an overwhelming sensation of despair and loss that the targets have a -4 morale penalty to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls. In addition, if the saving throw against misery is failed by more than 5, the tar
Spell Resistance Yes (harmless) see text This spell grants the target an even temper and a sense of moderation. For the duration of the spell, the target receives an enhancement bonus of +2 against spells and situations that affect the emotions, such a fear, love spell, rage.
Tarot - Knight of Cups Level 3 Components V, F Casting Time 1 action Range Medium (100 ft. + 10 ft. level) Area All allies within a 15-ft. radius Duration Concentration Saving Throw Will negates (harmless) Spell Resistance Yes (harmless) This is a fairly specific spell that increases the targets' determination to succeed at their present endeavor. For the duration of the spell, the targets receive a morale bonus of +2 to attack rolls, ability checks, skill checks and weapon damage rolls. In addition, the targets receive a +2 to saving throws if the spell may deter them from reaching their next goal.
Spell Resistance Yes This spell instills a powerful paranoia in the targets. Those failing the saving throw are convinced that others are out to get them. For everyone affected, reduce her attitude for every other creature (even allies) by two stages (i.e. helpful becomes indifferent, indifferent becomes hostile, etc.).
Spell Resistance Yes The spell affects the same emotions (despair, fear, friendship, hate, hope, and rage), but the bonuses and penalties are + -1 instead of + - 2. In addition, for those emotions that do not have bonuses or penalties tied to them (friendship and hate), the effects are similar to emotion but should be role-played to a lesser degree.
Duration 1 minute level Saving Throw Will negates Spell Resistance Yes This spell creates a sense of pleasure and pure delight in the target. The target will not attempt any action other than enjoying the sensation of happiness. The target acts as if stunned, losing Dexterity bonuses to AC and being unable to take any actions. If the target is attacked or confronted in a hostile manner, she is permitted an additional saving throw to shake off the effects of the spell each round.
Target Dead creature touched Duration Permanent Saving Throw None Spell Resistance No This spell preserves the corpse of a dead creature perfectly. While it is better to preserve the body as soon as possible after death, the spell will halt the decay process in whatever condition the body is in when the spell is cast. There are two main uses for this spell. The first is a magical taxidermy that preserves specimens for museums and trophy collections. The second use is to preserve a body in order to cast some sort of raise dead or resurrection. These types of spells normally have a time limit that the target can be dead in order for the spell to function. With preservation the time limit is not counted after the spell is cast on the body, only time elapsed before the application of preservation is counted.
Components V, F Casting Time 1 action Range Touch Target Creature touched Duration See text Saving Throw None Spell Resistance No This spell reduces the amount of necessary time to Craft an item and increases the quality of the craftsmanship. The spell lasts until a single item is crafted. All Craft skills that go toward the completion of the Item receive a circumstance bonus of +4 for the duration of the spell.
Components V, F Casting Time 10 minutes Range Touch Target Creature touched Duration 1 day Saving Throw None Spell Resistance Yes (harmless) This spell in some ways alters the very fabric of the universe in that it grants the target a special favor for acquiring wealth. Any treasure that the target encounters or any transaction that the target makes with others is increased in value by 15 . For example, if the target of the spell encountered a treasure chest with 100 sp, she would actually find 115 sp. Or if the target is attempting to sell an item that would normally be valued at 100 gp, she will receive 115 gp for the item. Casting this spell costs 100 XP.
Spell Resistance No This spell conjures a guardian spirit that takes the form of an armored warrior. For the duration of the spell, the guardian will physically defend the caster, or one individual designated by the caster, from harm. The protected individual is known as the charge. If any seek to engage the charge, the guardian will appear between the combatants. If a ranged weapon is used against the charge, the guardian will attempt deflect or absorb the damage.
Duration 1 minute level Saving Throw See text Spell Resistance Yes (harmless) This spell bestows a sense of determination to the caster and his her allies. For the duration of the spell, those affected receive a +3 morale bonus to Fortitude and Will saves and a +2 morale bonus to all attack rolls. When the spell ends, those affected must make a Will save (DC 15) to avoid the demoralizing aftereffects of losing a sense of purpose. A successful save negates any effect, but those who fail to make their saving throw suffer a -2 morale penalty to all saving throws, attacks rolls, ability and skill checks and weapon damage rolls for 1 round for each minute the original purpose lasted.
Spell Resistance Yes The targets of this spell are compelled to rash action and disregard for their personal safety. They gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus to Will saves and a -1 penalty to AC during combat situations. The effects of this spell do not stack with barbarian rage or the rage aspect of the spell emotion.
Target Living creature touched Duration Instantaneous Saving Throw See text Spell Resistance Yes (harmless) This powerful spell redeems the target in his her own eyes as well as in the eyes of his her deity. This spell will remove the effects of a curse. To do so the caster needs to overpower the original curse (d20 + level of caster versus 10 + level of cursing caster). Also, the spell will restore a person's original alignment, if it has been altered by means other than willful (not coerced) force. In this case, the target makes a Will saving throw to avoid the effects. Last, the spell can restore the faith of the target as well as a deity's faith in the individual. The deity's acceptance should be based on his her past misdeeds as well as any acts of repentance that she has made. The GM may allow this acceptance outright, or may a quest of some kind.
Duration Concentration (D) Saving Throw Will negates Spell Resistance Yes All creatures within the area of effect that fail to make the saving throw are affected by an overwhelming desire to rejoice and celebrate. The affected creatures will relax and take no aggressive action unless attacked. While under the influence of the spell, the targets will see the caster and his her allies as friends and fellow celebrants. While they will not attack the group, the targets may wish to celebrate with the caster and allies. The GM should role-play this and determine whether the targets delay the caster.
Components V, F Casting Time 10 minutes Range Personal Target Caster Duration Instantaneous Saving Throw None Spell Resistance No With the casting of this spell, the caster is made aware of the nearest treasure. While the exact location may not be revealed, the rough value, general direction and distance will become clear to the caster. If two treasures are equal distance from the caster, the greater treasure will be revealed to the caster (or one at random, if equal value). The spell gives no indication of safeguards or guardians protecting the treasure.
Spell Resistance Yes This spell is two-fold. The first is an enchantment on the target focus (who must be within range). The individual is allowed a Will saving throw to avoid the effects. If the saving throw is successful, the spell dissipates. The subject of the spell can voluntarily accept the spell and does not need to make a saving throw, if so desired. If the spell succeeds, the target is granted an air of authority and dignity. Anyone within a 50 ft. radius of the target at the time of the casting will be enthralled by the target unless they make a Will saving throw (DC 15 + Charisma bonus of the target). Those who are enthralled view the target as a respected leader and will follow instructions that are not contrary to their nature (i.e. a paladin will not assassinate an innocent person). In addition, for the duration of the spell, the target focus receives a bonus of +5 to Leadership and NPC reaction rolls.
Components V, F Casting Time 1 action Range Touch Target Creature touched Duration Instantaneous Saving Throw None Spell Resistance Yes (harmless) This spell restores the target's self-confidence (whether high or low) and reawakens the faith in an individual. Because of this, it reverses the effects of spells that affect the morale of an individual, such as emotion, bane, spiritual doubt and even harmless spells such as bless. The spell can restore divine spell use to an individual who lost the ability if the loss was involuntary, such as the victim of a spiritual doubt spell or an adjust beliefs. To restore divine spellcasting to a target, the caster must overcome the initial caster's spell (DC 10 + spell level + ability bonus). If the roll is higher, the centering overcomes the initial spell and the target is able to cast spells again. Of course, if the target's alignment is still opposed to his her god, the god may still hold spells away from the individual.
Spell Resistance Yes This spell creates seeds of doubt in the target's mind. This doubt has two effects. The first is a personal doubt in one's abilities and motives. The target suffers a -2 morale penalty to all skill checks, attack rolls, and saving throws. The second effects those who have faith In the divine (clerics, paladins, drulds, etc.). Those who have strong beliefs in the divine receive a +2 bonus to save against the doubt however, if they fail the save, they lose their faith for as long as the spell is in effect. This translates to a loss of any special ability (lay on hands, detect evil) that the target has due to his her faith. In addition, the target loses the ability to cast divine spells for the duration.
Spell Resistance Components V, F Casting Time 1 full round Range Close (25 ft. + 5 ft. 2 levels) Effect One summoned elemental Duration 2 rounds level Saving Throw None Spell Resistance No This is a specialized version of summon monster. With this spell the tarot mage can summon an elder elemental. This elemental will remain on the mage's plane longer than a normal summoned creature, and it will be more willing to aid the mage than most creatures. The elemental will fight for the mage and will act in any way possible for the mageher, including supplying any information to which it is privy. When the spell ends, the elemental, if alive, will bid the mage good-bye and good fortunes before fading into the other plane. Duration 2 rounds level Saving Throw None Spell Resistance No Components V, F Casting Time 1 full round Range Close (25 ft. + 5 ft. 2 levels) Effect One summoned elemental Duration 2 rounds level Saving Throw None Spell Resistance No Effect One summoned elemental Duration 2...
Components V, F Casting Time 1 action Range Touch Target Creature touched Duration See text Saving Throw None Spell Resistance Yes (harmless) Saving Throw Will negates Spell Resistance Yes This spell causes an intense burst of emotions that causes the tear ducts to suddenly and uncontrollably activate. The effects of the tears cause the target to have a -2 circumstance penalty to all skill checks in which sight is used. If an attack is made while the spell is in effect, the foe is considered to have one-half concealment (20 miss chance) due to blurred vision.
Spell Resistance Yes This spell creates a wall of negative energy that flows outward in a circle up to 50 ft. away from the caster. All living things within the area, both enemy and ally, must make a saving throw or take ld8 +2 points of negative energy damage level (maximum 15d8 +30). Spell Resistance Yes (harmless) This spell aids those who deceive and dupe others. While the spell's duration lasts, the target receives a +2 morale bonus skill checks with the following skills Bluff, Diplomacy, Disguise, Forgery, Innuendo, Perform and Sense Motive. Spell Resistance Yes (harmless) This is a complex pattern that serves to both protect the allies and inspire them to great deeds. It radiates from the caster and moves with himher. For the duration of the spell, the targets receive a +2 morale bonus to all saving throws against spells, Will saving throws, attack rolls and AC.
Components V, F Casting Time 1 action Range touch Target One creature Duration 1 minute level Saving Throw None Spell Resistance Yes With this spell, the caster is able to tap into the depths of resolve and determination. The target of the spell is fortified with new will. The immediate effect is the recipient gains a +2 morale bonus to all Will In addition, if the target of the spell is under any condition that was due to a missed Will save, the target may make a new saving throw (use the original DC for the effect) to shake off the effects. With this new save, the target can apply the bonus granted by this spell. If the open-ended, freewheeling tarot mage does not fit within the campaign, or if the GM decides that it is too complicated to use and control, the tarot cards can also be tied to the traditional spells of wizards and sorcerers. Using this system, the minor arcana become very important. Each suit of the tarot deck corresponds to two of the arcane schools. In order to cast...
Spell Resistance Yes (harmless) This spell endows the target with a perfect sense of his her inner-self. Because of this, the target is immune to any mind-affecting or Illusion school spell for the duration. This immunity applies even to harmless spells (I.e. the caster cannot be willfully affected by such spells, including invisibility). A dispel magic spell can remove this effect normally. Spell Resistance No This spell brings forth a spirit warrior that will attack the enemies of the caster. The spirit warrior appears as a shimmering, armored fighter wielding a glowing weapon (sword, spear or whatever cultural weapon is appropriate). Once summoned, the spirit warrior will remain with the caster and either fight any enemies present, or accompany the caster and defend himher. Spell Resistance Yes (harmless) This spell establishes a special link to the spirit world. This link allows the target to immediately ask 5 questions. Unlike the contact other plane spell, the spirits contacted...
Components V, F Casting Time 10 minutes Range Personal Target Caster Duration 1 hour level Saving Throw None Spell Resistance Yes (harmless) This spell grants the caster the ability to cast a single divine magic spell. While divine magics endures, the caster can cast one divine spell of 6th level or lower. The spell cannot be of a diametrically opposed alignment (good vs. evil) to the caster. After the divine spell Is cast or the duration of the spell passes, the divine magics expires.
Area All allies within a 15-ft. radius Duration 1 minute level Saving Throw None Spell Resistance No Area All allies within a 15-ft. radius Duration 1 minute level Saving Throw None Spell Resistance No Spell Resistance Yes (harmless) For the duration of the spell, the target receives a +2 enhancement bonus to one of the physical abilities Strength, Dexterity or Constitution. The caster selects which of the traits she will augment before the spell is cast. For the duration of the spell, no other ability can be augmented. This does stack with any of the other ability enhancing spells such as bull strength or cat's grace. This spell creates a sense of pleasure in the minds of the targets. While the spell is in effect, the target feels a sense of enjoyment and pleasure. First, NPC reaction rolls while the spell is in effect receive a +3 bonus. This will affect hostile NPCs unless they are actively antagonistic toward the character. In addition, the targets receive a +2 bonus to resist the...
Target A living creature touched Duration 1 minute level Saving Throw Will negates (harmless) Spell Resistance Yes(harmless) This spell creates a slight, glowing aura around the target as beneficial spirits sheave himher. This grants protection against the forces of the undead and necro- Spell Resistance Yes (harmless) mantic spells. For the duration of the spell, the targets receives a +2 bonus to AC when fighting against the undead and +2 on all saving throws against any spell either cast by an undead creature or of the necromancy school. Components V, F Casting Time 1 hour Range See text Effect Smoky ball Duration 1 minute level Saving Throw None Spell Resistance No This spell opens a channel to the spirit world that allows the mage to see through the eyes and hear through the ears of the dead. Otherwise, the spell operates as scrying. Target One living creature Duration 1 minute level Saving Throw Fortitude negates Spell Resistance Yes This spell is thought by many to be an...
Range Personal Target Caster Duration 1 round Saving Throw None Spell Resistance No This spell is similar to true strike but instead of a combat action, this spell adds a +20 insight bonus to the next ability or skill check. The caster must perform the action the round after casting the spell or else lose its effects.
Spell Resistance Yes (harmless) Once cast, the target of the spell receives a +3 luck bonus to all attack rolls, ability checks, saving throws, and skill rolls that further the achievement of the goal. If the target of the spell does not actively pursue the goal for a full day, the spell wears off. If the target is imprisoned and attempts to escape, this counts as pursuing the goal however, if imprisoned and no attempt to escape is made, it negates the spell. Side adventures and idle wandering also disrupt the spell. In any event, the effects of the spell will wear off after 1 month per level of the caster.
Targets Two living creatures within the spell's range Spell Resistance Yes With this spell, the tarot mage forges a bond of love between two creatures. Each must make a Will saving throw to avoid the effect. Those who fail develop feelings of love for the other target. This will require role-playing on the part of the characters and the GM. In game terms, the affected creatures are automatically very helpful In their reactions and will do what they can to spend time together. It is possible for one target to make the saving throw and the other fail. The duration of the spell depends on the amount by which the target fails the saving throw. The effects of the spell can be removed with a limited wish or a remove curse.
Spell Resistance Yes This unusual spell affects the people within the spell's area of effect. When the mage cast the spell, she specifies the love interest that the targets will share. This can range from abstract Ideas (art, music, literature, volun-teerism, etc.), or it can be a more earthy love (a specific person, one another, the caster, etc.). The targets of the spell will not act contrary to their nature. The spell merely Intensifies the passion they feel towards the love Interest. This spell has no affect against monsters or animals, only humanoids.
Spell Resistance Yes (harmless) For the duration of the spell, the affected targets receive a +2 morale bonus to Will saves. However, during this time the targets act without regard to their personal safety. This corresponds to a -2 AC penalty and losing any bonuses from a shield. In addition, if the targets drop to 0 or less hit points, they do not fall unconscious until -10 hit points, at which point they die.
Spell Resistance Yes (harmless) This spell removes the effects of any Compulsion spell of 6th level or less. If the target does not wish to have the spell dismissed, she may attempt to resist. In that case, a Will save negates the effects of the spell. If used against a higher-level spell, the caster must roll ld20 + caster level (maximum +10 bonus) against a Difficulty Class of 11 + the opposed spell caster's level. If successful, the emotional healing negates the higher-level spell.
Area 1-mile-radius centered on the caster Duration ld6 hours Saving Throw None Spell Resistance No This spell is not as powerful as control weather, but it does allow the caster to alter the environment somewhat. The caster can raise or lower the ambient tempera ture by as much as 15 degrees Fahrenheit. In addition, while the caster cannot create weather conditions, he or she is able to affect their intensity. For example, if it drizzling, the caster can make it stop or increase it to a steady rain. If there are severe winds, the caster can reduce their power by half of their intensity. If there is a light fog, the caster could dissipate the fog or make it denser. If it is a perfectly clear day, the caster may only be able to affect the ambient temperature as described above.
Effect One creature Duration 1 round level Saving Throw None Spell Resistance Yes This spell grants the target increased speed of actions. The target of the spell gains an extra partial action each round and has an AC bonus of +4. In addition, the speed of the target is one and a half times his her normal rate.
Components V, F Casting Time 1 action Range See text Effect Silvery globe Duration Until read Saving Throw None Spell Resistance No This spell allows the caster to contact another individual and deliver a message. The message is one way and cannot exceed 20 characters +5 characters level. Spaces are not considered characters. The message cannot contain any other spell or curse, it is a mundane missive.
Saving Throw See below Spell Resistance Yes This is perhaps one of the strangest spells that a tarot mage can cast. It has a 2-part effect. The first calls for the target to make a Reflex save verses the spell. If successful, the target takes no damage. If unsuccessful, the target takes ld6 points of fire damage caster level (10d6 maximum). Afterwards, the target is immune to the effects of fire for the duration of the spell. Components V, F Casting Time 1 action Range 50 ft. Area All allies within 50 ft. Duration 1 day level Saving Throw None Spell Resistance Yes (harmless) For the duration of the spell, the targets of the spell are able to traverse any terrain as if it were a roadway on the plains (xl movement), or, if the targets are moving on a roadway (xl.5 movement). Only allies that are originally within the area of effect are granted the bonuses. If a new ally enters the circle of protection after the spell is cast, no bonuses will apply unless the mage casts a new spell....
Duration 1 minute level Saving Throw Will negates Spell Resistance Yes Spell Resistance Yes (harmless) This is the rarest and most powerful spell that a tarot mage can learn. Just as the tarot reading for the World indicates assured success and joy, so too does this spell grant the caster incredible fortune. This spell has some similarities to wish, but it is not as varied in scope. The spell can only be used to affect the creature touched and cannot be used to harm another.
Targets Enemies within range of the spell Spell Resistance Yes This spell forges a friendship between enemies. The caster must identify the targets of the spell before casting and at least two enemies must be within the spell's range for it to work. If, while the caster is performing the spell, one of the enemies moves out of the spell's range, the spell will fail. Those who fail their saving throws immediately forgive past misdeeds and become friendly toward those specified in the spell. This spell will even stop hostilities between combatants. If one of the targets succeeds his her saving throw and attacks the other target, all enchantments are lost and both enemies are free to continue fighting.
Spell Resistance Yes (harmless) This spell temporarily boosts the Knowledge skill in a specific field. The caster must announce before the spell is cast which area of Knowledge is going to be affected (such as arcana or religion). Upon casting, the target receives a +4 enhancement bonus to the Knowledge Components V, F Casting Time l action Range Close (25 ft. + 45 ft. 2 levels) Area All living creatures within the spell's range Duration 1 round level Saving Throw None Spell Resistance No This spell increases the caster's ability to detect lies This spell artificially boosts the senses of the target. For the duration of the spell the target receives a +4 enhancement bonus to all sensory checks (Spot, Search, and Listen). This spell stacks with the feat Alertness as well as other non-magical bonuses.
Components V, F Casting Time 1 full round Range See text Target One creature Duration 2 rounds (see text) Saving Throw None Spell Resistance No This spell allows the caster to contact a known individual and have conversation that none may detect. The two must be on the same plane, but otherwise, distance does not affect the spell. The conversation Is limited to one statement by the sender with a maximum of 25 words (one round). The response is also limited to a one- At present, no known spell has been able to penetrate the web of secrecy that secrets creates. Even after the conversation, any attempts to discover the secrets (detect thoughts, hypnosis, charm, etc.) will fail to penetrate the secret. Only the truly voluntary disclosure of the secret by one of the parties will break the spell.
Target One creature within range Duration 1 day Saving Throw None Spell Resistance Yes (harmless) For the duration of the spell, the target is immune to the effects of Compulsion spells, fear abilities, and skills such as Intimidate. The spell also negates the effects of any enchantment (Compulsion) spell that is currently affecting the target.
Spell Resistance Yes This spell creates a powerful, but fleeting suggestion in the mind of those affected that they have acquired all that they need and want. This feeling of satisfaction last a maximum of 4 rounds, but the caster must concentrate during this time. Otherwise, the spell dissipates as soon as the caster stops concentrating. In addition, any attack on a creature that is suffering the influence of satisfaction breaks the spell. While the spell lasts, those affected will stop any action they were taking and contemplate their ecstasy at being completely satisfied with life. The targets will not take any aggressive action unless attacked. The spell can affect as many as 2d6 Hit Die of living creatures. The creatures with the lowest Hit Die are affected first and then the next lowest until the spell's power runs out. If the spell does not have enough power to affect a creature, the spell will fail for that creature.
Components V, F Casting Time 1 action Range See text Effect Magical sensor Duration 1 minute level Saving Throw None Spell Resistance No This spell allows the caster to see what is happening As with clairaudience clairvoyance the spell does not bestow any magically enhanced qualities to the caster's sight. If the room is magically protected, shielded by lead or subject to darkness, the spell will not function. Or, if it does function, the spell caster cannot see anything, even if the spell caster has low-light vision or other natural gifts of sight. The spell creates a magical sensor that can be detected Spot check (DC 15) and dispelled. Components V, F Casting Time 1 action Range See text Effect Magical sensor Duration 1 minute level Saving Throw None Spell Resistance No This spell allows the caster to temporarily penetrate the effects of darkness, fog and other conditions that interfere with sight and sound. While the spell is In effect, the caster has clear vision and hearing...
Components V, F Casting Time 1 action Range See text Effect Magical sensor Duration 1 minute level Saving Throw None Spell Resistance No This spell allows the caster to hear what is happening in a certain locale. As with clairaudience clairvoyance the spell does not bestow any magically enhanced qualities to the caster's hearing. If the room is magically protected, shielded by lead or subject to silence, the spell will not function. The spell creates a magical sensor that can be detected Spot check (DC 15) and dispelled.
Spell Resistance No This spell allows the caster to summon up to 8 CRs of outsiders. These can be different types of outsiders. For example, a demon with a CR of 2 and a devil with a CR of 6 could be summoned at the same time. However, the caster cannot summon more than 8 individual creatures even if their CR is lower than 1. The summoned creatures will fight the caster's enemies for the duration of the spell. At the end of the spell's duration, the caster must make a Will saving throw (DC equals highest Wisdom score of the summoned creatures). If the check is successful, the summoned creatures return to their plane of existence however, if the caster fails the saving throw, or is dead, the creatures remain and act naturally, possibly attacking the caster and his her allies. Each round thereafter the caster can attempt to return the creatures with a Will save. The spell's type matches the subtype of outsider summoned. Thus, if evil outsiders are summoned, this is an evil spell....
Area One treasure type within area a 10-ft. radius Duration Instantaneous Saving Throw None Spell Resistance No This spell will duplicate one type of treasure (one type of gem or coin). It will not duplicate any magical treasure, weapon, armor, special item or anything that has more than one component, only money or gems. The total The caster cannot cast this more than once per week and cannot cast the spell on the same treasure more than once, ever. Each time the spell is cast there is a 30 chance that the spell will backfire and the original treasure will disappear. GMs must be very cautious with this spell because it can easily be abused. If a player uses this
Spell Resistance Yes (harmless) When cast, the spell joins the better qualities of two allies. Each target mirrors the advantages of the other. Each shares the higher of their two scores for hit points, initiative modifiers, ability scores, skill ranks, saving throws and base attack bonus as well as sharing feats. Spellcasting, extraordinary, supernatural, and spell-like abilities are not shared. For the duration of the spell, any damage dealt to one is also dealt to the other. If one is killed (through ability damage, death magic, or otherwise), the other must make a Fortitude save (DC 20) or die as well.
Target Living creature touched Duration Instantaneous Saving Throw Fortitude negates Spell Resistance Yes This spell creates a powerful surge of negative energy that weakens the affected creature to the point of exhaustion (half movement and an effective penalty of -6 to Strength and Dexterity). The creature must rest for at least one hour, after which the creature is fully recovered.
Spell Resistance Yes (harmless) This is a more potent form of physical rewards. The spell grants the target an enhancement bonus of ld4+l to two of the physical abilities (Strength, Dexterity and Constitution). The caster must announce which of the two abilities will be enhanced before casting the spell. Roll one time, and add the same bonus to both abilities.
As you sit to read this book, you may notice elements of its format that strike you as odd. One is the use of numbered steps within effects and routines, though not techniques. This is a largely abandoned practice in recent magic writing. It was also the cause of considerable discourse between my wise publisher, Stephen Minch, and me during the preparation of this work. While other authors have used numbered steps for their own reasons, it is my intention that the steps provide the reader with guidance regarding performance phrasing, a term and concept that requires some explanation. A magical effect is neither a
Words and magic were in the beginning one and the same thing, and even today words retain much of their magical power. By words one of us can give another the greatest happiness or bring about utter despair by words the teacher imparts his knowledge to the student by words the orator sweeps his audience with him and determines its judgments and decisions. Words call forth emotions and are universally the means by which we influence our fellow-creatures.
Large crystals may be used on stage somewhat like a billiard ball routine. The small chips are best for close up. Consider these in place of ball and coin sleights you may do. Just the introduction of crystal instead of a common coin or ball makes a big difference to an audience. They see these as mystical, magical stones - even if they don't otherwise believe crystals have any power. When performed as a magical effect or with magical manipulations, these crystals become unique, beautiful, and memorable to audiences - up close or at a distance. Try it and find out for yourself.
As you read this course, or as you read and study your magic and acting books or learn about performance art in any way, you will come across what you think is a good idea. This concept might be a magical effect, a way to look, or a 'bit of business' as the say in the entertainment industry. Whatever it is, it will jump off the page at you and APPEAL to YOU. WRITE IT DOWN.
All that can be desired of any magical effect is that it should entertain and perplex, and if this result can be obtained with a minimum of effort, so much the better for the magician. For this purpose, the Case of the Baffling Burglars is ideal, for all that is required are two empty hats, seven small balls of newspaper (or seven ping-
Immediately toss the card face up onto the table and accept the applause. You can expect that someone will pick up the card and eventually discover the tape on die back. When this happens, shrug and say, What did you expect, a miracle Yes, it diminishes the magical effect, though it doesnt completely eliminate it. Where, af ter all, did the tape come from But the alternatives are much less attractive, as I shall show in a moment. First, however, lets talk about Immediately toss the card face up onto the table and accept the applause. You can expect that someone will pick up the card and eventually discover the tape on die back. When this happens, shrug and say, What did you expect, a miracle Yes, it diminishes the magical effect, though it doesnt completely eliminate it. Where, af ter all, did the tape come from But the alternatives are much less attractive, as I shall show in a moment. First, however, lets talk about
This is particularly unfortunate since, for most attempts at bizarre magic to succeed, the story which surrounds the magical effect must itself be an engaging story and one that is well told by the performer. Overwritten stories quickly destroy any real engagement. Yet for many magicians the editing process -- which might transform their overwritten stories into stories with real power -- seems itself to be a thing of great mystery. Many magicians don't seem to know where to begin.
For the sake of variety, this booklet presents a completely different type of attack upon our beloved audience. In the title experiment, the audience will laugh at the first line, and will be delighted at the theater because it really is a little theater which you set up for the audience. The sheriff is the leading role, played by valiant man from the audience. You, the performer are simply the director and you conduct yourself as such. The magical effect is Dai Vernon's Brainwave Deck, which is presented in such a way that no one expects it.
If you can begin to identify the qualities that you see as most important in a magical effect, you will begin to get a sense of your own approach to the art. Next, you can begin to dream up ideas for effects along similar lines. Create wild and impossible ideas, but ones that are clear and simple in their wondrous impossibility. Then start to think of answers, and play with the ideas without compromising them. Work from the top-down, not bottom-up i.e., start with the big picture and work down, leaving the intricacies of the sleights for last, for they are really the least important aspect of the whole. If you find yourself working in the wrong direction, from the individual moves upwards, return to the larger pictures and the grander ideas. Allow yourself to think for the moment in terms of lasers, twins and impossible rigs of machinery think big, and after a while you will hit a moment of absolute inspiration.
Modern ownership of magical effect is always in doubt unless its creator really does invent something new, novel and different. Whenever a magician announces This is an original effect, in keeping with other magicians who have a fairly large magical library, I smile skeptically.
The second deal is great fun to show the boys and is also a wonderful addition to a gambling expose routine all by itself but it is also superb to use as a hidden tool within a magical effect. I know it seems a shame not to be able to tell people just how much skill you are using but that will be compensated by the wonderous effects you will be able to achieve by hiding it away within a routine
The preceding lessons have laid great stress on teaching you how to perform various magical effects. This lesson will take up the commercial side of magic and deal with those things which will enable you to sell your wares and be amply repaid for your services. For example, one man will want to make money another does not care so much for the money angle but is interested in the social prominence it gives him. Another will want to become a center of attraction and make himself interesting to others, rather than sit in the corner of obscurity. Some students take up magic for its educational value and for the insight that it gives them into life's variety of illusions. Many a person has told me that since studying magic, life has taken on a broader, bigger and nobler outlook. Also that they had been taught to look behind the scenes and not take everything for granted, but to study the cause behind an effect. Still another man wants magic to help in expressing himself, to be able to sell...
THE ingenious magical effect known as the Jardine Ellis ring trick was being performed by the originator (whose real name incidentally was Duncan Lome Campbell) as early as 1910. Unfortunately the details of the routine used by Ellis (who died on February 1st, 1923) have not, so far, been published and magicians wishing to use the apparatus have, for the most part, devised their own versions of the basic effect. As a point of interest the original apparatus used by Jardine Ellis (consisting of ring, shell, duplicate split ring and three larger rings) is now in the possession of Dr. O. H. Bowen.
Effect If ever a magician feels the need to be humbled in his craft, he has only to ask a member of the public to imagine a magical effect that he would view as truly miraculous. This will often yield the most wonderful plots with little or no hope for a method. The next effect strikes me as such a plot however, Mr, Elmsley has a most practical solution to it.
Also the pranic energy is used in various of psychic phenomena, such as telepathy, mental influence, etc. The Masters teach that all students of the magical power should add to their knowledge all methods of the arousing and projection of pranic force, in which the practice of rhythmic beathing plays an important part. I will now give you the very essence of this instruction.
Another effect performed by the Adepts is to make fish-eggs hatch in a few minutes. Again the secret lies in speeding up the normal processes of nature. Unless the mango seed had been alife and perfect, no magical power could have grown a tree from it. Unless the fish-eggs had been properly fertilized and alive, there could have been no fish hatched from them by any magician. The whole natural process of growth was performed by the vital forces of plant and egg, just as in the normal growth the only difference being the speeding up of the process, or running faster the vital film. Nature gives us many familiar illustrations of the fact that time is relative, not absolute, in natural processes. Some seeds sprout faster than do others some eggs hatch more rapidly. A tiny insect is born, matures, breeds, lays eggs, and dies, all in the space of a single day. You will find that as you practice the magical arts of India that there is an interrelationship from one skill to another as each...
This fine magical effect comes from Ottokar Fischer of Vienna. It gives us the release of various objects from a pair of ropes in an easy, mystifying manner without preliminary preparation of the ropes. It possesses that something that makes it an oriental presentation as well as occidental. Its impromptu method of working, even while the performer is surrounded by an audience, is readily appreciated by the modern day magician. It has been a favorite in the repertoires of Okito (Theo. Bamberg) and Fu Manchu (David Bamberg).
And then along comes a focused piece of strange in the form of a magical effect. Let's say this book vanishes from your hands. Poof no book. Your trained mind races into action and tries to put the piece of strange into one of its rational boxes. But no box will hold it. At that moment of trying to box the unboxable your world-view breaks up. The boxes are gone. And what's left Simply what was always there. Your natural state of mind. That's the moment of astonishment The sudden experience of going from boxes to no boxes. If you can keep the fear-response from arising you have the experience of going from a cluttered adult mind to the original clear space. Gee, it almost makes you feel like a kid again.
Many spectators will take this whole affair as real. What if they don't At worst, it is a very strong magical effect as a metaphor and symbol of the spectator's talents, power, and ability. How can they not like the idea that they are powerful, talented and have strong abilities You really cannot lose with this approach.
I've frequendy wondered why people sometimes come up with painfully silly solutions and don't stop to realize it. If they would give the matter more thought they would quickly see that their solution couldn't possibly work. I believe their reasoning runs something like this The moment a spectator sees a magical effect that he doesn't understand, he is confronted with a problem, a problem that stands square in front of him like a granite boulder. He can't budge it. It's there and will always be there. Now, if the spectator contrives some solution, in a way he has enabled himself to move the problem. He can roll this boulder out of his way, so that he is no longer confronted by it. The problem seems to be solved. Usually, when this occurs, the spectator is so delighted at having rolled the problem out of sight, his mind throws a big party. He's solved the problem
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