Baleful Teleport - Conjuration (Teleportation)
Components:
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
As teleport, except that you send the targeted creature (and only that creature) and carried objects to a designated destination.
You must have some clear idea of the location and layout of the destination.
The clearer your mental image, the more likely the teleportation works.
Areas of strong physical or magical energy might make teleportation more hazardous or even impossible.
If the destination is "very familiar", the target gets no saving throw bonus.
If the destination is "studied carefully", the target gets a +2 saving throw bonus.
Likewise, if the destination is "seen casually", "viewed once", or "false destination", the target gets a +4, +6, or +8 bonus, respectively.
Brilliant Blade - Transmutation
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One melee or thrown weapon, or fi fty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a word, the indicated weapon glows with a soft blue-white halo that emits a low, slowly pulsating hum. The faint smell of ozone permeates the air.
You transform a single melee weapon, natural weapon, thrown weapon, or group of projectiles into a weapon with the brilliant energy special ability (DMG 224). If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
Chain Lightning - Evocation [Electricity]
Components: V, S, AF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.
Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target.
After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20).
The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
For example, a 19th-level sorcerer generates a primary bolt (19d6 points of damage) and as many as nineteen secondary bolts (each of which deals half as much as the primary bolt dealt).
Each target can attempt a Reflex saving throw for half damage.
You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once.
You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
Freezing Fog - Conjuration (Creation) [Cold]
Components:
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial; see text
Spell Resistance: No
A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.
A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.
Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.
Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a succesful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can't take a 5-foot step.
A severe wind disperses the cloud in 1 round. The spell does not function underwater.
Howling Chain - Evocation [Force]
Components: V, S, AF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One chain of force
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
A blood-red chain of pure force appears, howling instead of rattling as it shakes and twines.
You create a chain of force, which lashes out and attacks your enemies. The chain has a reach of 15 feet, but cannot move from the space you designate. The chain attacks by attempting to trip your foes (+12 melee touch attack, +15 on the opposed Strength check). It does not provoke attacks of opportunity for tripping, nor can it be tripped in response on a failed attempt. If it succeeds in tripping an enemy, it immediately follows up with a melee attack on the prone defender (+12 melee attack, 2d6+10 points of damage). Any creature struck by the chain must make a Will saving throw or become shaken.
A howling chain can make one attack of opportunity each round for every four caster levels you have, using the same tactic as above.
A howling chain has as many hit points as you do when you're undamaged, and its AC is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't deal damage do not affect it. It makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.
Focus: A small length of platinum chain worth at least 500 gp.
Starmantle - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground.
The cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary function.
The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever.
Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicates that the wearer takes only half damage from the weapon (rounded down).
Material Component: A pinch of dust from a pixie's wing (20 gp).