Index of Inventions by Spell Level:

0: Color

8: Invoke

10: Audioception; Lesser Stack
11: Thermoception
12: Equilibrioception; Stack
13: Tactioception; Maleficent/Beneficent Stack
14: Proprioception; Lesser Stack Object
15: Chronoception; Juxtaposing Stack
15/16: Superior Dispel Magic
16: Nocioception; Stack Object
17: Stack Spell
18: Spellrupt
19: Translation
20: Deplete
21: Ingrain
22: Squander, Peel
22/23: Supernumerary Rainbow

27: Prismatic Sun


See Sense spell tree

Illusion
Casting Time: 1 standard action
Range: Close (25' + 5'/two levels)
Target: One creature
Duration: 1 minute/level, D (see text)
Saving Throw: None (except Nocioception: Will partial, see text)
Spell Resistance: Yes

The "See Sense" spells all share the above characteristics. Each spell causes the subject to experience the named sensation as vision, in place of its usual method. Creatures belonging to species that cannot see are unaffected by See Sense spells; however, an individual which cannot see (while others of its kind can) may be affected, and takes an additional penalty (see chart). The visual input created by See Sense spells is in the target's mind, and not affected by darkness of any kind. However, the inability to corroborate guesses about the affected sense with vision has penalties (see chart).

Some effects of See Sense spells are affected by one's "disorientation score". This score goes down (indicating acclimation to the synaesthesia) as the spell's duration persists, but when the spell ends, it goes up again as the subject must readjust to experiencing the sense in the normal way. (The subject need no longer make checks to perform the designated actions in the spell description after it has been free of the spell for a number of minutes equal to your caster level, even if it could still fail such checks.)

If a subject is under the effect of several See Sense spells at the same time, calculate and track their disorientation scores separately. To determine a subject's disorientation score, take the See Sense spell's level and apply the following modifiers:

Each elapsed minute since the spell took effect, while spell still in effect -1
Spell has ended + rounds it was in effect
Each elapsed minute since the spell ended, while spell has ended -1
Each See Sense spell applied to the subject besides this one, while this one is in effect +5
Each See Sense spell the subject is still recovering from, while this one is over +5
Subject has experienced the same See Sense spell within the past year -2
Subject is operating in shadowy illumination (and lacks low-light vision) +4
Subject is operating in darkness (and lacks darkvision) +15
Subject is blind (use this penalty in place of the darkness penalty if both apply) +20

So, for example, a non-blind human subject, operating in the dark, which has been affected by Thermoception for two minutes and Nocioception for one minute has a Thermoception disorientation score of 29 (11-2+5+15) and an Nocioception disorientation score of 35 (16-1+5+15).

In each See Sense spell's text, it calls for an "acclimation check" to accomplish results specific to the spell, in addition to other effects that do not call for checks. An acclimation check is an Intelligence check with a DC equal to one's disorientation score for the relevant spell. The results of success and failure are described in the spells' text. Effects that do not call for acclimation checks (such as automatic failures on saves) end when the spell's duration does. A creature without an Intelligence score can be affected by a See Sense spell, as long as it meets the other criteria; it automatically fails all of its acclimation checks and it is not necessary to track its disorientation score(s).

Audioception
Sor/Wiz 10
V

The subject sees instead of hearing sounds. Whenever a sound would be relevant to its actions (for instance, if an ally shouts a warning, or if an earthquake is heralded by a rumbling noise), it can make an acclimation check to "read" that sound in the visual translation. If the sound interpreted is language, the subject must make its check for each word it is to understand, although it can attempt to piece together meaning from an incomplete hearing. The subject must also succeed on an acclimation check to use any spell with a verbal component. A subject that knows how to read lips can interpret language in this way without penalty.

In addition, the subject automatically fails saves against sonic effects.

This spell cannot affect a deaf creature, no matter why it's deaf. If you try to cast it on such a creature, the spell fails; if you cast it on a creature that is later deafened, all penalties and checks associated with this spell go away, including effects on other See Sense spells' disorientation scores and including checks during readjustment after the spell expires.

Thermoception
Sor/Wiz 11
S, V

The subject sees instead of feeling the temperature of its surroundings. It must make an acclimation check to determine whether an object is hot, cold, or of unremarkable temperature in the usual way. However, it can still see (if it can ordinarily see), and may still surmise that magma is hot and glaciers are cold, or notice a film of ice on a window or steam rising from a kettle.

In addition, the subject automatically fails saves versus cold or fire damage, and also saves against heatstroke, frostbite, and the like.

This spell can be cast on creatures with immunity to both cold and fire damage, but it is not very useful against them. They still take the addition to other See Sense spells' disorientation scores, though.

Equilibrioception
Sor/Wiz 12
S

The subject sees instead of feeling its orientation relative to the ground. It must succeed on an acclimation check to avoid falling prone, once each round when it begins its turn standing; it must also succeed on an acclimation check to successfully get up from prone. Regardless of whether it manages to get up or not in the latter case, it provokes an attack of opportunity in so doing, even if another effect would generally protect it from provoking. A flying creature must succeed at a check or descend awkwardly towards the ground at its normal speed, at a random angle.

In addition, the subject becomes nauseated, with no save or check.

This spell cannot affect creatures that, due to their composition or behavior, cannot meaningfully be described as having a sense of balance. For instance, a will-o'-wisp could not be targeted by this spell. A subject that turns into a creature with no sense of balance while this spell is in progress throws it off, although if it returns to a shape with a sense of balance while the readjustment period is still in effect, it is obliged to make the above checks to stay standing or get up using a normally-calculated disorientation score.

This spell is markedly less useful underwater and on creatures that are not shaped in such a way that they can fall over, but it can be cast there and on such creatures.

Tactioception
Sor/Wiz 13
S

The subject sees instead of feeling texture, pressure, and other forms of (non-painful) touch. It must make an acclimation check to handle any object normally, including those it is holding at the time the spell takes effect. Failure means the object is dropped. If it is fragile enough to be broken with the subject's hands (or other appendages), and the acclimation check was failed by more than 10, the object breaks. (If there is ordinarily some good reason to want to break the object, such as that being a trigger for spell completion, it is nevertheless too clumsily destroyed for such an effect to take place.)

In addition, the subject takes a -20 penalty on all attack rolls that involve handling a physical object (but not to attack rolls that don't involve this, such as ray spells).

This spell can affect a creature that does not handle or is not handling any objects, but has no useful effect in that case except for the effect on other spells' disorientation scores.

Proprioception
Sor/Wiz 14
S

The subject sees instead of feeling the position of its own body. (This seeing is added to whatever native ability the creature has to observe its limbs, its image in a mirror, etc.) As Tactioception, it must make an acclimation check to handle an object and may break a fragile object. It must also make an acclimation check or lose any spell it tries to cast with a somatic component.

In addition, the subject takes a -20 penalty to any attack roll that requires it to move its body (but not to attack rolls that don't involve this, such as a stilled ray spell). It automatically fails all Reflex saves, and effects like improved evasion that would allow it to escape the effects of this failure do not work for the spell's duration.

Chronoception
Sor/Wiz 15
S, V

The subject sees instead of feeling the passage of time. Looking at a timepiece does not mitigate the effect of this spell in any way. The subject must make an acclimation check each round or accidentally delay its initiative, falling by a count of 2d10 on each failure. If it began at the bottom of initiative order, or falls to the bottom of initiative order through this effect, failing its check instead means it skips its turn.

Assuming the subject gets to act, it must make an acclimation check to perform its chosen actions in the desired sequence if there is more than one. If it fails its check, take all the actions it attempted in the round and reshuffle them at random (perhaps in alphabetical order if that's easier), and resolve them in that order. If this means that a prerequisite action is attempted after one that requires its completion, the prerequisite is still performed (e.g. drawing a weapon) but the other action is wasted (e.g. attacking with that weapon).

In addition, the subject takes a -10 penalty on all melee attack rolls, -10 on ranged attack rolls against stationary targets (like trees), -20 on ranged attack rolls against mobile targets (like free creatures), and -15 to AC.

Nocioception
Sor/Wiz 16
V

The subject sees instead of feeling pain. Each round the subject begins its turn with less than full hit points, it must succeed on an acclimation check to avoid mistakenly aggravating its wounds. If it fails, it takes again as damage half of the hit points below maximum it is at, rounded up (for instance, a creature with 15 HP out of a maximum of 20 that failed its check would fall to 12 HP). If it falls unconscious or is held immobile, it can no longer aggravate its wounds. If it fails its check, it can choose after that to take no actions for its turn (except mental actions), voluntarily fail all Reflex saves it would otherwise take that turn (without the benefit of improved evasion if applicable), and deny itself its Dexterity bonus and any dodge bonuses to AC; it can thereby avoid moving and avoid the chance of aggravation. Temporary hit points may count towards the number of hit points had out of the maximum (for instance, a creature with 15 regular hit points and 5 temporary hit points out of a maximum of 20 would not aggravate its wounds on a failed check).

Unlike other See Sense spells, it is not a pure benefit to become acclimated to this one. For every minute of the spell's duration which has elapsed, minus every minute elapsed since it ended (if applicable), the subject has a percentage chance equal to that to suffer 1d6 psychosomatic nonlethal damage from looking at an ordinary colored object (or illusion or other source of color). For instance, a creature which has been under the effect of this spell for half an hour has a 30% chance of suffering damage each time it fails to avoid looking at an object of the color in question; if the spell ends after half an hour, then 40 minutes after casting, that subject's chance would decrease to 20%.

Roll 1d10 to determine if the hazardous color is red, orange, yellow, green, blue, purple, brown, white, black, or gray. DM's discretion how many such objects are in the creature's vicinity. The creature may make a Will save to avoid looking at each such object without closing its eyes, in which case it need not roll d% to determine whether it takes psychosomatic damage. If the object it avoids looking at is or is worn by a creature, the subject takes -20 on attack rolls against that creature and -15 to AC versus that creature.

Blind creatures, creatures operating in total darkness without darkvision, creatures operating in shadowy illumination without low-light vision, and creatures that close their eyes are not subject to this secondary effect of this spell. Creatures that operate in darkness with darkvision are only in danger if the dangerous color is rolled as black, white, or gray, but will encounter far more objects of those apparent colors than they would in full light. Colorblind characters may escape the hazards of a specific color according to the specific nature of their condition and the DM's discretion.

It is never necessary to make checks for nonlethal damage from this source more than an hour after this spell ends, regardless of its duration.


Stack spell tree

Stack, Lesser
School: Transmutation
Level: Sor/Wiz 10, Clr 10, Shug 10
Components: S, V, M
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

When you cast this spell, choose a type of bonus or penalty (such as "enhancement" or "luck"). For the spell's duration, an arbitrary number of bonuses/penalties of that type which affect the target creature stack. For instance, a creature affected by both lesser stack and four instances of cat's grace would have a +16 enhancement bonus to Dexterity instead of +4. If this spell ends before the effects that it causes to stack do, those effects stop stacking. This spell is usually beneficial, but can be used to make overlapping penalties stack, too, in which case the save and spell resistance apply.

This spell and others in its tree cannot be rendered permanent by any means, not even with ingrain.

Material component: Three coins (of any denomination) arranged in a stack.

Stack
Level: Sor/Wiz 12, Clr 12, Shug 12

This spell functions like lesser stack, except that all bonuses and all penalties stack. You do not have to choose a bonus or penalty type.

Beneficent Stack
Level: Sor/Wiz 13, Clr 13, Shug 13

This spell functions like lesser stack, except that all bonuses - and no penalties - stack on the target creature. You do not have to choose a bonus type. It is harmless.

Maleficent Stack
Level: Sor/Wiz 13, Clr 13, Shug 13

This spell functions like lesser stack, except that all penalties - and no bonuses - stack on the target creature. You do not have to choose a penalty type.

Stack Object, Lesser
Level: Sor/Wiz 14, Clr 14, Shug 14
Target: One object
Saving Throw: Fort negates (object)
Spell Resistance: Yes (object)

This spell functions like lesser stack, except that it applies to an object (such as a weapon, or an enchanted musical instrument) instead of to a creature. For example, if you cast this spell on a +1 sword with the chosen bonus type "enhancement", it will add an extra +1 to attack rolls because its masterwork enhancement bonus will stack with its magical enhancement bonus. If this spell is cast on a ranged weapon, its bonus may stack with the bonus of its ammunition, if applicable.

Juxtaposing Stack
Level: Sor/Wiz 15, Clr 15, Shug 15

This spell functions like lesser stack, except that instead of choosing a type of bonus or penalty, you choose another quality (like spell resistance, or damage reduction with a specific denominator). That quality stacks instead of overlapping. For example, a creature affected by this spell which was entitled to spell resistance from its creature type and from a casting of spell resistance would add the relevant numbers together instead of just using the higher. This spell is usually beneficial, but can be used to make overlapping negative qualities (like an energy vulnerability) stack instead, in which case the save and spell resistance apply.

Stack Object
Level: Sor/Wiz 16, Clr 16, Shug 16

This spell functions like lesser stack object, except all bonuses and penalties stack. You do not have to choose a bonus or penalty type.

Stack Spell
Level: Sor/Wiz 17, Clr 17, Shug 17
Range: Personal
Target: One spell
Duration: Until discharged (D)

This spell functions like lesser stack, except that it applies to the next spell you cast. If that spell confers any bonuses or penalties, those bonuses or penalties become typeless, and will stack with any other bonus or penalty. For instance, if you cast this spell, and then cast cat's grace, that casting of cat's grace would grant a typeless +4 bonus to Dexterity instead of an enhancement bonus. You cannot use the affected spell to create a magic item, and you cannot make the affected spell permanent by any means, not even ingrain.


The Depletion Spell Family

Spellrupt
School: Abjuration
Level: Sor/Wiz 18
Components: S, V
Casting Time: 1 full round
Range: Medium (100' + 10'/level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will partial (see text)
Spell Resistance: No

The target's spells (if it can cast any) are treated as though they have been used up for the duration of this spell. Not only is the subject unable to cast spells or use them to counterspell, it cannot burn spell slots to power class features or feats, and loses the benefit of any features that require it to have spells available to cast. The spells return after this spell ends. This spell does not affect spell-like abilities, and does not influence the target's ability to use spell completion items like scrolls.

If the target succeeds on its Will save, it is entitled to make an opposed dispel check (using any of its spellcasting classes, and the one you used to cast this spell, with no level cap) against you immediately. If you win, the spell functions normally. If the subject wins, it may "keep" one spell slot per spell level it knows (if it had at least one spell available to cast of the level when this spell took effect). If it prepares spells, determine which prepared spell is kept for each level randomly. These spells function as normal. The other spells return as described above when this spell ends.

Deplete
School: Abjuration
Level: Sor/Wiz 20
Components: S
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will mitigates (see text)
Spell Resistance: No

The target suffers a depletion of its per-day abilities. These may include spell-like abilities usable a certain number of times per day (it does not apply to per-week, per-year, at-will, etc. abilities), sudden metamagic feats, etc. Compose a list of each such ability and its remaining uses per day. Then, roll 1d4/level, and deplete that many ability usages. You choose half (round up) and the target chooses half (round down). If the roll is high enough to deplete all of the target's per-day abilities, they are all depleted; no choosing is necessary.

If the target makes its Will save, it may choose all of the ability instances it loses and you don't get to choose any, although a sufficiently high roll may still deplete them all.

The uses do not return as do spells affected by Spellrupt, but they restore the following day as normal.

Squander
Level: Sor/Wiz 22
Components: S, V
Casting Time: 1 full round
Saving Throw: Will mitigates (see text)

This spell functions as deplete, except that all per-day abilities are used up. If the subject suceeds on its Will save, it is entitled to keep 1d8 instances of its abilities (its choice) from being squandered in this way.


Supernumerary Rainbow
School: Evocation
Level: Sor/Wiz 23, Clr 22, Shug 22
Components: V
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Effect: Cone-shaped burst
Duration: One round (see text)
Saving Throw: See text
Spell Resistance: Yes (see text)

You command a radiant, many-layered cone of rainbows to expand through the area. These assault and damage your enemies, and heal and bolster your allies. There are seven effects: red, orange, yellow, green, blue, indigo, and violet. Anyone who is affected by the rainbow while it is shining (is in its range during its duration) is subject to a repetition of some of those effects in subsequent rounds, even if they leave the original area of effect: red re-occurs in the six rounds following, orange five, yellow four, green three, blue two, indigo one, and violet not at all. (Some effects make others redundant. For instance, someone who is turned into glass (blue) will obviously take no actions (violet). They are listed anyway because they last for different amounts of time, and some may be saved against while others are not.)

Spell resistance applies, but must be re-checked each round in which there is an effect to apply (that is, seven times, unless the subject saves against red and any number of cooler colors) even if the first check indicates that the rainbow is resisted.

Subejcts are entitled to one saving throw per effect (except violet) in the first round. Resolve these as though the effects work in order beginning with red (i.e. the first yellow penalty to saves does not affect the first save against red, orange, or itself). If they fail their save against a given effect, it repeats/continues without an additional saving throw for its requisite number of rounds. If they succeed, they must make the save again in each round that the effect is due to repeat, and if they fail they are subject to subsequent repetitions as though they failed the first time. (The first save can benefit from features like evasion; repetitions cannot.)

Repeated effects that confer a bonus or a penalty to something stack (e.g. in the seventh round, one will have accumulated +21 to attack and damage from the red effect if one is an ally), and the bonuses/penalties end after the last repetition for a given subject.

Effects listed are temporary and apply only during rounds that the corresponding color repeats.

Color Allies Foes Save
Red +3 to attack and damage rolls; heal 5d10+CL damage (gain excess as temporary hit points); deflect nonmagical weapons. -3 to attack and damage rolls; take damage as flame strike cast by a caster of your level. Reflex to avoid
Orange +5 to AC; heal all ability damage and drain; deflect magical weapons. -5 to AC; take 20d6 damage (half acid, half directly from divine power as flame strike). Reflex to avoid
Yellow +5 to all saves; immune to most* status conditions; immune to poisons, gases, and diseases; do not need to breathe. -5 to all saves (including future saves versus Supernumerary Rainbow effects); become panicked, exhausted, and sickened. Take 20d6 damage as orange but the energy half is electricity, not acid. Reflex to avoid.
Green +10 to spell resistance or as much as is needed to get to a minimum of 20, whichever is higher; immune to fire, cold, electricity, and acid. -10 to spell resistance if applicable. 1d8 Con damage. Acquire vulnerability to fire, cold, electricity, and acid (does not supersede immunity thereto; coexists with resistance, but multiply damage before subtracting resistance). Fortitude to avoid.
Blue Immunity to mind-affecting effects and divinations (except positive ones, as determined by the subject in a sober frame of mind); additional +20 to Will saves (stacks with yellow bonus). Turn to glass (as glass strike). Fortitude to avoid.
Indigo Immunity to all spells as though subject has unbeatable spell resistance (except positive spells, as determined by the subject in a sober frame of mind). Automatically fail saves against spells other than this one. Will to avoid.
Violet Immune to spells and effects in general (except positive ones, as determined by the subject in a sober frame of mind). Can take no actions, even mental actions, for this round; cannot defend itself (helpless); falls prone (unless turned to glass already); considered to have lowered spell resistance if applicable to any spells other than ths one. None.

*The yellow effect provides temporary immunity to and instaneous recovery from from fear, nausea/sickness, confusion, dazing, dazzling, energy drain, entanglement, exhaustion/fatigue, fascination, petrification, stunning, and turning/rebuking. Conditions that were present before Supernumerary Rainbow took effect do not return automatically when the yellow effect stops repeating, but they can be reapplied (or appear again due to an ongoing continuous effect). The yellow effect has no impact on ability damage or drain, blindness or deafness, wind-related movement effects, death, disability, flat-footedness, grappling/helplessness/pinnedness, incorporeality, invisibility, proneness, stability, staggeredness, or unconsciousness, although some of these conditions may be affected by other colors of Supernumerary Rainbow.


Translation
School: Transmutation
Level: Sor/Wiz 19, Shug 19
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 2 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You can add an arbitrary ability score bonus (Str, Dex, Con, Int, Wis, Cha) to features that normally have any other ability score bonus added to them (melee or ranged attack rolls, weapon damage, spell save DCs, a saving throw, etc.). For example, you could add your Int bonus to any feature that normally adds your Wis bonus: will saves, your AC if you're a monk or wearing a monk's belt, Wisdom-based spellcasting DCs, etc. (This spell cannot affect spells per day, even if the duration is extended long enough to cover preparation/renewal and casting of the relevant spells.) The added bonus does not displace the original one(s) - you would add your Int bonus everywhere you add your Wis bonus in the example, but would also continue to add your Wis bonus.

If you cast this spell more than once such that the durations overlap, bonuses can "follow" other bonuses. For instance, you could cast it to add Int to things normally affected by Wis, and then cast it again to add Dex to things normally affected by Int. Then your Dex bonus would be added to your Will save because your Int score is, as long as both castings of the spell are operative.

You can also cast it in both directions for a given pair of ability scores (e.g. add Dex to Wis-adding things and Wis to Dex-adding things), so there are thirty unique ways to cast this spell. However, if you cast this spell using ability scores that are both added to some feature anyway (for example, if you are a monk and you have your Dex bonus apply to things to which Wisdom applies, or if you're casting the spell twice between Wis and Dex bidirectionally) this does not double the effect. You still get no more than one application of any given ability score to any given feature.

If something deprives you of the chance to add your normal ability score bonus to something else (for instance, if you are denied your Dex bonus to AC), any other bonuses that are piggybacking on that one (at any level of remove) are also denied.

Translation cannot be made permanent by any means, not even ingrain.


Superior Dispel Magic
School: Abjuration
Level: Sor/Wiz 15, Clr 15, Drd 16, Shug 16
Components: V, S
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like dispel magic, except there is no cap on how you add your level to the dispelling check, and you get a +15 bonus to the check. If you sacrifice any other spell slot that could have been used to cast any other dispel magic spell tree member (including another instance of this one), such as if you had such a spell prepared or you had the slot available in a spontaneous spellcasting class where you know the spell, you add the sacrificed spell slot's level to your check too. You may sacrifice any number of qualifying spell slots in this way.


Ingrain
School: Abjuration
Level: Sor/Wiz 21
Components: V, S, M, XP
Casting Time: 1 minute
Range: Touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

This spell renders permanent, non-dispellable, and non-disjoinable one or more selected magical effects active on its target at the time of casting. The effects become an inherent part of the object or creature, woven into its basic nature, and no longer contribute to any magical auras it may give off. They can never be removed or suppressed (although other effects which compensate for them could be layered on top at a later time), and for most purposes are no longer even magical in nature. They are not suppressed by an antimagic field, targeted by dispel magic or Mordenkainen's disjunction, or otherwise removed by any means that would work on the non-ingrained effects.

You can cast this spell multiple times on the same person or object, ingraining a different effect or effects each time. There is no point to ingraining a single effect twice.

Ingrain counters peel.

Material component: A dab of wet mortar.

XP cost: 2,000 XP per effect ingrained.

Peel
School: Abjuration
Level: Sor/Wiz 22
Components: V, S, M, XP
Casting Time: 1 minute
Range: Touch
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

You remove a property from the target object or creature. This can be a magical property, such as an enchantment or the charges in a wand (all charges from a charged object can be stripped with a single use of this spell; renewable charges peeled off do not renew). It can also be an ingrained effect, but only if you ingrained the effect yourself; you cannot peel an effect that someone else ingrained. Alternately, it can be some other mechanical property of the object or creature: a masterwork item's nonmagical enhancement bonus could be peeled off, as could a type of damage reduction, or spell resistance from one source. (If a target has such a quality from multiple sources, the other will not be peeled off with the other, but if one source improves rather than overlapping the other, the entire property is removed). Properties without mechanical effect cannot be peeled.

Peel counters ingrain.

Material component: A vial of vinegar.

XP cost: 2,500 per property removed.


Color
School: Transmutation
Level: Sor/Wiz 0, Clr 0, Drd 0, Shug 0, Rgr 1, Brd 0
Components: S, V
Casting Time: 1 standard action
Range: Close (25' + 1'/level
Target: One contigous surface of a solid object or creature not to exceed 1sq'/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell changes the color of the target surface, rendering it any color, combination of colors, and luster the caster desires. The color change is permanent, but the surface can be returned to its original color by any caster of the same spell even if he or she doesn't know what it originally looked like.

The color change normally has no game effect. DM's discretion if it assists with checks such as Hide or Disguise in any given case.


Invoke
School: Universal
Level: Sorcerer 8
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

Choose a single spell of 8th level or lower that you know as a sorcerer. For the duration of this spell, you can use that spell at will as a spell-like ability, as though it were an invocation you knew as a warlock, in addition to your other available invocations. (If you do not use invocations, this spell is useless to you.) The temporary invocation's spell level is equivalent to the level of the spell you chose.

If you choose a spell which could be resonably reinterpreted as a blast shape or eldritch essence invocation (DM's discretion), you can use it that way on your eldritch blast while this spell is in effect. Normal limitations for applying blast shape and eldritch essence invocations apply.


Prismatic Sun
School: Universal
Level: Sor/Wiz 27, Shg 27, Clr 27, Drd 27
Components: V, S, M
Casting Time: 1 full round
Range: Long (400'+40'/lvl)
Effect: One 50' radius glowing sphere
Duration: 7 rounds (apparent time); see text
Saving Throw: No (see text)
Spell Resistance: No (see text)

This spell yields a brilliant, stationary mini-sun, which begins a vibrant red and progresses through the color spectrum one hue per round. It instantly floods with light all areas it has line of effect to, automatically dispelling magical darkness and negating nonmagical darkness. You, and any allies you designate who can see the sun (actual vision is necessary, but otherwise, no range effect applies - even scrying from a distance, or telepathically shared senses, will do the trick), are affected as by time stop for seven rounds. Affected creatures can use these rounds to do anything they like, but in particular, they can choose to cast spells and spell-like abilities into the sun (again, regardless of distance).

The sun will accept virtually any spell or SLA throughout its duration, and can hold any number of spells (so a character casting quickened spells can cram rather a lot of magic into the sun before its time runs out). However, it is particularly useful to cast certains spells during certain rounds of the effect. While the sun is red, the benefit applies to evocations; orange, illusions; yellow, necromancy; green, conjurations; blue, transmutations; indigo, enchantments; and violet, abjurations. Casting the round's designated spell type into the sun allows the spell to benefit from several additional features:

First, allies who are using the same prismatic sun may opt to use any of each other's applicable metamagic feats (or their own), regardless of prerequisites, without increasing the level of the spell (unless it's Heighten Spell), but only on designated spells. If a metamagic feat has limited uses per day, using it to cast something into the prismatic sun does not count against that limit. Casters know what feats are available, but do not automatically know who it is that has them.

Second, allies who cast the same designated spell (SLAs count) into the sun during its designated round can all use the caster level of the highest among them for all purposes which depend on it. For instance, two wizards, one fifth level and one ninth level, casting magic missile into the sun while it is red, would both get five missiles, while the fifth-level wizard would normally get only three.

Finally, spells cast during their designated round get +5 to their save DCs if applicable.

A spell cast into the prismatic sun must, if applicable, have its target, area, point of origin, etc. chosen ahead of time. Normal range limits do not apply (although personal spells remain personal unless affected by something else), but the target/area/point/etc. must have line of sight to the sun. It is not necessary that there be line of sight between the caster and the target as long as the caster knows enough to choose where the spell is aimed. Attack rolls, dispel checks, spell resistance, saves, and the like are checked on casting, and the caster knows the future result of the roll immediately (and so may make decisions about what to do next during the sun's duration on this basis).

When the sun's duration ends, it turns white and instantly releases all of the held spells, which take effect on their chosen targets, in their chosen areas, from their chosen points of origin, etc. Saves and spell resistances apply for released spells as normal except as noted above. The sun then disappears. Onlookers unaffected by the time stop effect see only a white flash.

You cannot cast prismatic sun into a prismatic sun. Other spells may also be ruled nonsensical for the purpose (DM's discretion). You cannot cast Prismatic Sun more than once in any seven-day period.

Material component: An intact sunflower head with petals in every color of the rainbow (magically recolored or dyed/painted).