Chapter Five
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Spells You can incorporate this chapter’s spells into your game even without shaking up your campaign with a meteorite strike. However, without the event, these spells (and all the abilities in this book) have less context and impact. It might be interesting for PCs find a spellbook detailing astromancy spells from long ago, to foreshadow an upcoming meteorite strike. everal spells in this chapter require the caster to possess the Astromancy† feat as well as a focus forged of special meteoritic ore called starmilk. Each such spell is identified by the feat name “Astromancy” on the Components line of its spell description. The remaining spells follow a more standard presentation. Some of them require a worn engram as a focus; in these cases, “[Engram]” appears as a descriptor next to the spell’s school.
S
Target: Creature touched (that wears engram) Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Similar to consume engram†, except you are healed when you consume the engram of a target that you successfully hit with a melee touch attack.
Create Rune Sea
Spell Descriptions For spells listed by class, see the section on the next page.
Consume Engram Necromancy [Engram] Level: Sor/Wiz 6 Components: V, S, M Casting Time: One action Range: Personal Target: One worn engram Duration: Instantaneous Saving Throw: None Spell Resistance: No In a desperate situation, you may be forced to expend all your resources, including the engram you bear from the Rune Sea. When so pressed, you may cast this spell and psychically consume one engram you bear, converting the sum of its fragmentary mind and power into a second chance for yourself. When this spell is cast, you are restored as if in receipt of a heal spell cast at your normal caster level. However, your engram is consumed and gone forever. The psychic residue of this process prevents you from gaining a new engram from a nearby Rune Sea (using the standard method for gaining engrams), if any, for 1d4 days. The heal-like effect immediately ends any and all of the following adverse conditions affecting you: temporary ability damage (but not permanent ability drain), blindness (including dazzled effects), confusion/insanity, daze, deafness, disease, fatigue/exhaustion, feeblemindedness, nausea, sickness, stun, and poison. It also cures 100 hit points of damage. Material Component: One worn engram
Consume Other’s Engram Necromancy [Engram] Level: Sor/Wiz 7 Components: V, S Casting Time: One action Range: Touch
Conjuration (Creation) [Engram] Level: Clr 9, Sor/Wiz 9 Components: V, S, M Casting Time: Eight hours Range: Touch Effect: A miniature Rune Sea (20-foot-diameter basin) Duration: Instantaneous Saving Throw: None Spell Resistance: No You can create an “artificial” Rune Sea separate from the original Rune Sea from which you first sought and gained an engram. You can create such a Rune Sea wherever solid rocks offer sufficient space to hold the 20-foot-diameter basin. You populate the created Rune Sea with an engram you currently wear. If you wear more than one engram, or if more creatures that bear engrams are present while you cast this spell, their engrams can also be added t0 the artificial Rune Sea. The sea contains only those engrams that you or others drop into it— they do not propagate. The created Rune Sea obeys all the same rules as a Rune Sea found within an engram ark, except for one: You may use lend engram† to shed worn engrams into the artificial Rune Sea without gaining a new one if you desire. This allows you to build up a store of preselected engrams in a location that suits you. Material Component: A worn engram (which appears in the new artificial Rune Sea, available for later use).
Deathmare Necromancy [Death] Level: Clr 7, Sor/Wiz 8 Components: V, S Casting Time: One action Range: 15 feet Area: 15-foot-radius emanation, centered on you Duration: One minute/level (D) Saving Throw: Will partial Spell Resistance: Yes