Spell
Here are spells specific to this campaign setting added.
See the old spells here.
Arcane Spells
Knockout
Enchantment (Compulsion) [Mind-affecting]
Level: Sor/Wiz 1
Components S, M, F
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min/lvl
Saving Throw: None
Spell Resistance: Yes
You can temporarily knock out a creature with a ray attack. The creature's Hit Dice can't be higher than half your caster level, but at a minimum of 4 Hit Dice. The ray is transparent, and looks like heated air. If expected, it takes a Spot check of DC15 to notice it and DC25 if unexpected. The ray requires a ranged touch attack to hit and knocks the creature unconscious if it hits. Knocked out creatures are helpless. If the creature is attacked or dealt damage to, it wakes up, but is otherwise impervious to attempts of being woken up.
If used against creatures above the minimum of 4 HD and up to two HD over the caster level, the target is instead stunned for 1 round.
Material Component: One or more drops of strong spirits.
Focus: A miniature club or mace worth at least 25gp.
Divine Spells
Cure Minor Wounds I
Conjuration (Healing)
Level: Clr/Drd 0
Components: V, S
Casting Time: Full-round action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: No (harmless); see text
Spell Resistance: No (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1D3 points of nonlethal damage and alleviate Fatigue for as many hours. Multiple uses within a 4-hour period will cause actual harm to the recepient: 1D3 lethal damage per application beyond the first. If this spell is cast upon an unwilling target, it automatically fails.
Cure Minor Wounds II
Conjuration (Healing)
Level: Clr/Drd 0
Components: V, S
Casting Time: Full-round action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1D2 points of damage. It also causes 1 point of nonlethal damage as it uses part of the body's own reserves to cure the lethal damage. Every subsequent use of Cure Minor Wounds on a particular target in a 24-hour period will cause an additional point of nonlethal damage. Thus, a second application to the same target causes 2 points of nonlethal damage, third application causes 3, fourth causes 4 and so on.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
D&D 3.5
These spells and modifications only apply to DnD 3.5.
Detect Magic
Can now be cast spontenously by arcane casters. The caster may substitute a Twinkle with a lvl 0 spell slot.
In the first turn it does not detect spell residue, but in the second it becomes visible if the caster suceeds on a Spellcraft check matching the DC of the residue.
Outdated
These are ideas that never came to fruition or that may be added after some revision.
Contingency
Can now be learned and cast as a level 1 spell. The focus need not be a statue of you, but a statue of anything (still of ivory) and cost at least 500gp. Metamagic feats can be used as normal with Create Spark.
Invisibility (all)
Regardless of which feats the caster has, this spell includes a free metamagic enhancement of Spell Trickery. The DC is 20 for most Invisibility spells (and effects) and 30 for Greater Invisibility. The caster has to choose to make it a power or intrication enhancement even if she has no Spell Trickery feat. If the caster has both feats, she can make it a combined enhancement.