New Magic

ANIMATE SAND
Transmutation
Level: Clr 6, Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 or more patches of sand/other grainy material; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The caster bestows cohesion and a semblance on life upon the sand before him. The sand rises up in any shape desired by
the caster, and acts as an animated object, either attacking the caster’s foes or performing menial tasks as commanded. The shape assumed by the sand cannot be particularly detailed; it may have usable limbs, but it will never be mistaken for a living being. The caster may animate the equivalent of one Small or smaller object, or a corresponding number of larger objects,
per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.
This spell will function on other grainy or malleable surfaces such as dirt or soil, but it is less effective. In such an environment, the spell functions at –2 caster levels.

BLESSING OF SHADE
Abjuration (Darkness)
Level: Clr 1, Darkness 1, Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched/two levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
With a touch, the caster wraps cooling shadows around the targets, protecting them from the effects of hot environments. Protected targets treat the environment’s heat as one category less intense;
so very hot conditions are treated as normal, severe heat as very hot, and extreme heat as severe. Blessing of shade allows targets to recover from nonlethal heat damage under very hot conditions. This spell does not protect against intense sources of heat damage such as fire, boiling liquids or spells like burning ray. It also does not protect creatures vulnerable to exposure to sunlight.

ENDURE
Transmutation
Level: Clr 1, Drd 1, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The caster grants the creature touched the ability to travel great distances and tolerate great hardship. The subject gains the Endurance feat for the duration of the spell. If the subject already has Endurance, his bonus to relevant checks rises from +4 to +6 for the duration.
Material component: Camel sweat.

EYE OF ARODEN
Divination (Scrying)
Level: Sor/Wiz 3 Components: V, S, M
Casting Time: 1 round
Range: Unlimited
Target: Caster
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
The caster gains a bird’s eye view of his immediate area, as though he were looking down from above.The caster gains
an awareness of every (visible) creature within 10 ft/caster
level of his current position, or everything within the room or chamber if the area is smaller than that space. He is not subject to flanking, sneak attack, or surprise. Hiding creatures may still avoid his gaze, but he gains a +10 circumstance bonus to Spot them, due to the unusual vantage point. Further, he may target spells at anyone he can see in this manner, even if he would not normally have line of sight. He must still account for any cover they may have between him and them, however.
Due to the unaccustomed perspective, however, the caster receives a –2 circumstance penalty to all attack rolls while this spell is active.
Material component: The eye of a hawk.

LOCATE WATER
Divination
Level: Clr 2, Drd 0, Life 1, Prophecy 1, Rgr 1, Sor/Wiz 3, Survival 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level Duration: 1 min./level
The caster can sense the direction of the nearest source of fresh water. The focus guides his hand as he holds it, switching direction if he begins to walk away from rather than towards the nearest source of water. Once the focus stops guiding him, this indicates that he’s reached the spot where fresh water may be found. If the focus points down, it means the fresh water is buried underground. The caster cannot specify a specific source or container of water by means of this spell.

MELD INTO SAND
Transmutation [Earth]
Level: Clr 3, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 10 min./level
The caster may meld his body and possessions into any sandy surface large enough to accommodate his body in all three dimensions. When the casting is complete, the caster, along with up to 100 pounds of nonliving gear, merges with the sand. If either condition is violated, the spell fails and is wasted.
While in the sand, the caster remains in contact, however tenuous, with the surface through which he melded. He remains aware of the passage of time and can cast spells on himself while hiding in the sand. He cannot see anything, but he can hear what happens around him. Minor physical shifting in the sand, such as someone walking over it, winds blowing it around, and the like do not harm him. If the sand is disturbed severely, such as through major excavation, or shifted so that the caster will no longer fit within the immediate area into which he melded, the caster is expelled and suffers 3d6 points of damage.
Any time before the duration expires, the caster can step out of the sand through the surface that he entered. If the spell’s duration expires or the effect is dispelled before he voluntarily exits the sand, he is violently expelled and takes 3d6 points of damage.
he following spells harm the caster if cast upon the sand he
is occupying: Move earth expels him and deals 3d6 points of damage. Shape sand deals 2d6 points of damage but does not expel the caster. Any spell that utterly obliterates an area of sand, such as disintegrate, forces the caster to save against the spell or be destroyed also. Even a successful save deals normal damage, as per the spell, and expels him instantly.

MENTAL MAP
Divination
Level: Brd 1, Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action Range: Personal
Target: Caster
Duration: 10 minutes/level, and permanent (see text)
For the duration of this spell, the directions the caster takes and the paths he chooses are etched into his mind. He has perfect recall of his route, and cannot get lost in the area through which he has just passed, so long as he is only retracing his route and not trying to find somewhere new. Once the spell duration expires, the caster does not add any additional information to the mental map, but his knowledge of the area through which he passed when the spell was active remains with him.

QUICK SCRIBE
Conjuration (Creation)
Level: Brd 0, Clr 0, Sor/Wiz 0 Components: V, S
Casting Time: 1 round
Range: 0 ft.
Effect: A piece of papyrus, a small bowl of ink, and a quill, all nonmagical
Duration: 1 hour/level and permanent (see text)
Saving Throw: None
Spell Resistance: No
The caster instantly summons a bit of papyrus, a shallow bowl with a bit of ink, and a quill, so he may make note of something or record some information. The quality of these materials is insufficient to scribe spells.
The bowl of ink and the quill disappear after a number of hours equal to the caster’s level. The papyrus remains if the caster has written on it; if he has not, it vanishes too.

SAND-SWIM
Transmutation [Earth]
Level: Clr 5, Drd 5, Survival 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster can not only meld into sand (as per the spell of that name), but may move through it as though swimming. He travels at one-half his base movement rate through non-magical sand, carrying whatever gear he may normally carry. He does not leave any sort of hole or passage behind him, and is able to breathe normally. Standard movement requires no roll, but any sort of sudden direction change requires a Swim check. If he is still within the sand when the spell expires, he is immediately expelled into the nearest open space and suffers 1d10 points of damage. Note that
it is very difficult to determine direction while swimming through sand; the caster must succeed at a Survival check against DC 17 for every 10 rounds of travel, or else go off-course.

SHADOW STEP
Conjuration (Teleportation)
Level: Brd 2, Darkness 4, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A very limited form of teleportation, shadow step allows the caster to immediately teleport from his current position to any place his shadow touches. In poor lighting conditions, this spell is not particularly useful, but in bright light this can allow a “step” of fair distance. The spell is useful for passing through gates, bars, or small holes, and for moving past foes or guards. The caster may carry up to 100 pounds of nonliving equipment with him, as well as his or her familiar. Typically, shadow step allows a character to move about 10 feet from his starting position, though distances may vary depending on the angle and the brightness of the light source, such that the sun directly overhead, despite its brightness, does not allow any distance at all. The GM is the final arbiter on the direction and length of the shadow.

SHAPE SAND
Transmutation [Earth]
Level: Clr 3, Creation 3, Drd 3, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Sand, up to 10 cu. ft. + 1 cu. ft./level
Duration: 10 minutes/level
S*aving Throw*: None Spell Resistance: No
The caster forms a quantity of sand into any shape he desires. While it’s possible to make crude doors and similar moving parts with shape sand, fine detail isn’t possible. For the duration of the spell, the shape gains the hardness of rock; the sand becomes a solid object, with no danger of it simply falling apart (as sand is wont to do). There is a 30% chance that any shape including moving parts simply doesn’t work.
Arcane Material Component: Soft clay or mud, which must be worked into roughly the desired shape of the object.

New Magic

Genie Wars part I: The Legacy of Fire EAK EAK