Cone of Silence

Illusion (Glamer)
Level: Brd 1, Clr 1
Components: S, M
Casting Time: 1 standard action
Range: Touch
Area: 30-ft.-long cone that emanates from the caster
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the conic area. The effect emanates from the cone held aloft by the caster. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

The material component is a small cone that the caster holds in her hand when casting the spell.


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Protection from Dreams

Provides protection against taking damage from dreams.

Protection from Dreams
Abjuration

Level: Clr 2, Pal 2, Sor/Wiz 2, Brd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from dreams and dream creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.

First, the subject gains a +5 deflection bonus to AC and a +5 resistance bonus on saves versus creatures from or on the Dream Plane.

Second, the barrier blocks any attempt to sleep the warded creature. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from dreams effect.

Arcane Material Component

A little pillow filled with down with which you decorate a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.


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Extend Reach

Transmutation
Level: Brd 2, Clr 2, Pal 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Extend reach increases the target’s reach by 5′ for 1 minute per caster lvl.

The transmuted creature becomes more adept at making attacks with 5′ more reach. The spell grants a +5 ft reach bonus to all attacks and other uses of reach (grabbing a ledge 5′ out of their normal reach). Sorcerers and bards (and other spellcasters) affected by this spell can also deliver a touch attack from an additional 5′ away.

Arcane Material Component

A few hairs or the nail of an animal with a minimum of a ten foot reach.

A side effect of the spell provides the target with a +5 on all pickpocket attempts. This spell was originally developed as a negation to the old deep pockets spells of yore. Though such spells have fallen out of fashion, the ability to improve one’s chances at pickpocketing remains an important arcane spell.


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Dazzle

Illusion (Phantasm)
Level: Brd 3, Sor/Wiz 3, Trickery Domain 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: one Creature
Duration: 1 round/level (D)
Saving Throw: Will negates

This spell creates a phantasm to dazzle the unwary. The victim perceives whatever thing they covet the most, either as a stationary object, or as something the caster is offering them. Failing a will save, they act to achieve whatever they see, blinded to all other considerations for the duration of the spell. They will defend themselves normally but will take no other actions as long as the spell persists.

If the dazzle is placed in such a place that going to it would cause the subject harm, they receive another saving throw with a +4 bonus to break free of the compulsion.

The phantasm only exists in the subject’s mind, and so others do not perceive the illusion.

On a successful saving throw, the phantasm appears ghostly and translucent and persists for the duration of the spell, but the victim is not compelled to pursue to it.

For example, when cast on a greedy merchant, this spell would create an illusion of someone offering them chests filled with treasure. The merchant would be compelled by the phantasm to go to the illusion and accept the illusory treasure for as long as the spell lasted. For a wyvern, it might create an illusion of some helpless prey, upon which it would be compelled to go feed.

As a phantasm, this spell is a mind-effecting effect and so will not effect undead or constructs.


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Spell: Wall of Sound (Lvl 3/4)

Evocation [Sound]
Level: Bard 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of sound up to one 10-ft. square/level, or hemisphere of sound with a radius of up to 3 ft. + 1 ft./level
Duration: 1 round/level
Saving Throw: see text
Spell Resistance: Yes

Holding one arm perpendicular to the body and moving the other in a circular motion that begins quickly and then slows, the caster of this spell brings into being a stationary Wall of Sound that can knock creatures down and deafen them.

An invisible vertical curtain or sphere of sound appears. Sound is projected away from the caster, possibly damaging, deafening, and knocking down creatures on the other side of the wall.

Any creature coming within 10′ of the wall must suceed at a fortitude save or be knocked back 5′ and fall prone. Flying creatures who fail this save fall from the air and are knocked back a distance equal to their height above the ground. In addition, any creature within 20′ of the wall takes 1d4 points of sonic damage and must succeed at a fortitude save or be deafened.

In addition, any creature attempting to pass through the wall is automatically deafened and takes 1d6 points of sonic damage + 1 point per caster level (max 15 points), and must succeed at a fortitude save or be knocked down, back and prevented from passing through the wall by the force of the sound.

Arcane Material Component

A 4 foot length of catgut or copper wire.


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