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The Venerable Tome: New Wizard Spells

By Joshua Raynack

Magic, as with all manners of study, evolves. Whether a magus comprehends the ritual theatrics to weave spellcraft or commands power through a pact with an otherworldly creature, each incantation has an origin. Many timeworn tomes of magic exist, each chronicling the endeavors of ancient wizards and their desire to channel supernatural energies. Though, none so archaic than the fabled Venerable Tome - the first book of spells.

As scholars dispute its creator and adventurers seek its whereabouts, all surmise it contains boundless knowledge for those questing to unlock the art of wizardry. While the Venerable Tome comprises the entire repertoire of its scribe, its true endowment is the power to gather new spells within its pages at the very moment a wizard pens its creation. It is the tome of all spells.

This feature, as well as further articles, will detail new spells for the Aspyrias Adventuring System and other systems, including The Pathfinder Roleplaying Game and permitted versions of the world's premier roleplaying game.

NEW SPELLS

The following are new spells for The Pathfinder Roleplaying Game.

COUNTERVAIL

School abjuration; Level sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Countervail creates an invisible force around your person. You gain spell resistance (SR) 20 against the next single spell that targets you or includes you in its area of effect.

GRIM BLADE

School necromancy [death]; Level cleric 1, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range touch

Target one helpless creature

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

You conjure a spectral blade of necromantic energy to quicken death upon a helpless opponent. The target must make a Fortitude save or die. Grim blade has no affect on creatures immune to critical hits.

INGEMINATE

School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

This charm makes a humanoid creature repeat one action (standard, move, free, or swift) it made during its last turn. If it made an attack, it will attack the same target (if possible); if it moved, it will move in the same direction (again, if possible); if it retrieved an item, it will attempt to retrieve a similar item. You choose the action the creature must repeat. If the creature is unable to do so (such as cast a spell it no longer has memorized), it mimics the action, but otherwise has no affect.

STAFF OF AEGIS

School transmutation; Level sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range personal

Target staff touched

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

This transmutation makes a quarterstaff or staff-like weapon to move about your person in a whirling motion and moves as you move. You gain a +2 deflection bonus to AC. You further gain a +4 circumstance bonus to AC against attacks of opportunity. If an opponent fails in an attack of opportunity against you, the creature must make a Reflex save or suffer 1d6 points of bludgeoning damage.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.

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